Conditional Level Generation and Game Blending

10/13/2020
by   Anurag Sarkar, et al.
0

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.

READ FULL TEXT

page 5

page 6

research
06/28/2022

Latent Combinational Game Design

We present an approach for generating playable games that blend a given ...
research
02/27/2020

Controllable Level Blending between Games using Variational Autoencoders

Previous work explored blending levels from existing games to create lev...
research
03/08/2016

Learning to Blend Computer Game Levels

We present an approach to generate novel computer game levels that blend...
research
06/17/2020

Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

Procedural content generation via machine learning (PCGML) has demonstra...
research
10/23/2022

Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions

There has been significant research interest in Procedural Level Generat...
research
03/02/2016

Super Mario as a String: Platformer Level Generation Via LSTMs

The procedural generation of video game levels has existed for at least ...
research
03/29/2021

Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

This paper introduces a surrogate model of gameplay that learns the mapp...

Please sign up or login with your details

Forgot password? Click here to reset