Conditional level generation and game blending

A Sarkar, Z Yang, S Cooper�- arXiv preprint arXiv:2010.07735, 2020 - arxiv.org
arXiv preprint arXiv:2010.07735, 2020arxiv.org
Prior research has shown variational autoencoders (VAEs) to be useful for generating and
blending game levels by learning latent representations of existing level data. We build on
such models by exploring the level design affordances and applications enabled by
conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using
labeled data, thus enabling outputs to be generated conditioned on some input. We studied
how increased control in the level generation process and the ability to produce desired�…
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and applications enabled by conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using labeled data, thus enabling outputs to be generated conditioned on some input. We studied how increased control in the level generation process and the ability to produce desired outputs via training on labeled game level data could build on prior PCGML methods. Through our results of training CVAEs on levels from Super Mario Bros., Kid Icarus and Mega Man, we show that such models can assist in level design by generating levels with desired level elements and patterns as well as producing blended levels with desired combinations of games.
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