10,036 research outputs found

    Automatic Mapping of NES Games with Mappy

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    Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and error-prone, this approach requires additional effort for each new game and level to be mapped. The results can still be hard for humans or computational systems to make use of, privileging visual appearance over semantic information. We describe a software system, Mappy, that produces a good approximation of a linked map of rooms given a Nintendo Entertainment System game program and a sequence of button inputs exploring its world. In addition to visual maps, Mappy outputs grids of tiles (and how they change over time), positions of non-tile objects, clusters of similar rooms that might in fact be the same room, and a set of links between these rooms. We believe this is a necessary step towards developing larger corpora of high-quality semantically-annotated maps for PCG via machine learning and other applications.Comment: 9 pages, 7 figures. Appearing at Procedural Content Generation Workshop 201

    Breaking new ground in mapping human settlements from space -The Global Urban Footprint-

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    Today 7.2 billion people inhabit the Earth and by 2050 this number will have risen to around nine billion, of which about 70 percent will be living in cities. Hence, it is essential to understand drivers, dynamics, and impacts of the human settlements development. A key component in this context is the availability of an up-to-date and spatially consistent map of the location and distribution of human settlements. It is here that the Global Urban Footprint (GUF) raster map can make a valuable contribution. The new global GUF binary settlement mask shows a so far unprecedented spatial resolution of 0.4 arcsec (12m\sim12 m) that provides - for the first time - a complete picture of the entirety of urban and rural settlements. The GUF has been derived by means of a fully automated processing framework - the Urban Footprint Processor (UFP) - that was used to analyze a global coverage of more than 180,000 TanDEM-X and TerraSAR-X radar images with 3m ground resolution collected in 2011-2012. Various quality assessment studies to determine the absolute GUF accuracy based on ground truth data on the one hand and the relative accuracies compared to established settlements maps on the other hand, clearly indicate the added value of the new global GUF layer, in particular with respect to the representation of rural settlement patterns. Generally, the GUF layer achieves an overall absolute accuracy of about 85\%, with observed minima around 65\% and maxima around 98 \%. The GUF will be provided open and free for any scientific use in the full resolution and for any non-profit (but also non-scientific) use in a generalized version of 2.8 arcsec (84m\sim84m). Therewith, the new GUF layer can be expected to break new ground with respect to the analysis of global urbanization and peri-urbanization patterns, population estimation or vulnerability assessment

    Optimization for automated assembly of puzzles

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    The puzzle assembly problem has many application areas such as restoration and reconstruction of archeological findings, repairing of broken objects, solving jigsaw type puzzles, molecular docking problem, etc. The puzzle pieces usually include not only geometrical shape information but also visual information such as texture, color, and continuity of lines. This paper presents a new approach to the puzzle assembly problem that is based on using textural features and geometrical constraints. The texture of a band outside the border of pieces is predicted by inpainting and texture synthesis methods. Feature values are derived from these original and predicted images of pieces. An affinity measure of corresponding pieces is defined and alignment of the puzzle pieces is formulated as an optimization problem where the optimum assembly of the pieces is achieved by maximizing the total affinity measure. An fft based image registration technique is used to speed up the alignment of the pieces. Experimental results are presented on real and artificial data sets
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