Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks
- Andreas Hald,
- Jens Stuckermann Hansen,
- Jeppe Theiss Kristensen,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishArticle number
99Publication milestones
- Published - 2020
Publication status
Published - 2020
Publisher
Association for Computing Machinery, United StatesISBN (Electronic)
9781450388078Publication IDs
- Scopus: 85092286056
Host publication title
FDG '20: International Conference on the Foundations of Digital GamesAbstract
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily’s Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN’s outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.
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31
Citations
15
Access to documents
Accepted author manuscript, 9.48 MB
Related Event
Title
International Conference on the Foundations of Digital Games
Event type
ConferenceDegree of recognition
International eventDate
16/09/2020 - 18/09/2020Location
MaltaBugibbaMalta
