366 research outputs found

    Tile Pattern KL-Divergence for Analysing and Evolving Game Levels

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    This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels. We describe the benefits of its asymmetry for level analysis and demonstrate how (not surprisingly) the quality of the results depends on the features used. Here we use tile-patterns of various sizes as features. When using the measure for evolution-based level generation, we demonstrate that the choice of variation operator is critical in order to provide an efficient search process, and introduce a novel convolutional mutation operator to facilitate this. We compare the results with alternative generators, including evolving in the latent space of generative adversarial networks, and Wave Function Collapse. The results clearly show the proposed method to provide competitive performance, providing reasonable quality results with very fast training and reasonably fast generation.Comment: 8 pages plus references. Proceedings of GECCO 201

    Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

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    Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to explore the generative design space of GANs to extract interesting levels. However, human designers find latent vectors opaque and would rather explore along dimensions the designer specifies, such as number of enemies or obstacles. We propose using state-of-the-art quality diversity algorithms designed to optimize continuous spaces, i.e. MAP-Elites with a directional variation operator and Covariance Matrix Adaptation MAP-Elites, to efficiently explore the latent space of a GAN to extract levels that vary across a set of specified gameplay measures. In the benchmark domain of Super Mario Bros, we demonstrate how designers may specify gameplay measures to our system and extract high-quality (playable) levels with a diverse range of level mechanics, while still maintaining stylistic similarity to human authored examples. An online user study shows how the different mechanics of the automatically generated levels affect subjective ratings of their perceived difficulty and appearance.Comment: Accepted to AAAI 202

    TOAD-GAN: Coherent Style Level Generation from a Single Example

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    In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN architecture and can be trained using only one example. We demonstrate its application for Super Mario Bros. levels and are able to generate new levels of similar style in arbitrary sizes. We achieve state-of-the-art results in modeling the patterns of the training level and provide a comparison with different baselines under several metrics. Additionally, we present an extension of the method that allows the user to control the generation process of certain token structures to ensure a coherent global level layout. We provide this tool to the community to spur further research by publishing our source code.Comment: 7 pages, 7 figures. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 202
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