Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning

10/07/2021
by   Mrunal Jadhav, et al.
0

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming. Hence, though a large number of video games exist, annotated datasets are curated only for a small handful. Thus current PLGML techniques have been explored in limited domains, with Super Mario Bros. as the most common example. To address this problem, we present tile embeddings, a unified, affordance-rich representation for tile-based 2D games. To learn this embedding, we employ autoencoders trained on the visual and semantic information of tiles from a set of existing, human-annotated games. We evaluate this representation on its ability to predict affordances for unseen tiles, and to serve as a PLGML representation for annotated and unannotated games.

READ FULL TEXT

page 3

page 6

research
06/29/2023

Game Level Blending using a Learned Level Representation

Game level blending via machine learning, the process of combining featu...
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
06/29/2023

Joint Level Generation and Translation Using Gameplay Videos

Procedural Content Generation via Machine Learning (PCGML) faces a signi...
research
10/04/2020

Entity Embedding as Game Representation

Procedural content generation via machine learning (PCGML) has shown suc...
research
07/15/2021

Level generation and style enhancement – deep learning for game development overview

We present practical approaches of using deep learning to create and enh...
research
11/29/2019

Procedural Content Generation: From Automatically Generating Game Levels to Increasing Generality in Machine Learning

The idea behind procedural content generation (PCG) in games is to creat...
research
07/12/2017

Automatic Mapping of NES Games with Mappy

Game maps are useful for human players, general-game-playing agents, and...

Please sign up or login with your details

Forgot password? Click here to reset