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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-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Article number

99

Publication milestones

  • Published - 2020

Publication status

Published - 2020

Publisher

Association for Computing Machinery, United States

ISBN (Electronic)

9781450388078

Publication IDs

  • Scopus: 85092286056

Host publication title

FDG '20: International Conference on the Foundations of Digital Games

Abstract

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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Captures
31
Citations
15

Access to documents

Related Event

Title

International Conference on the Foundations of Digital Games

Event type

Conference

Degree of recognition

International event

Date

16/09/2020 - 18/09/2020

Location

MaltaBugibbaMalta