Using Multiple Generative Adversarial Networks to Build Better-Connected
Levels for Mega Man
- URL: http://arxiv.org/abs/2102.00337v1
- Date: Sat, 30 Jan 2021 23:34:15 GMT
- Title: Using Multiple Generative Adversarial Networks to Build Better-Connected
Levels for Mega Man
- Authors: Benjamin Capps and Jacob Schrum
- Abstract summary: This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man.
Multiple GANs were trained on different types of segments to ensure better flow between segments.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Generative Adversarial Networks (GANs) can generate levels for a variety of
games. This paper focuses on combining GAN-generated segments in a snaking
pattern to create levels for Mega Man. Adjacent segments in such levels can be
orthogonally adjacent in any direction, meaning that an otherwise fine segment
might impose a barrier between its neighbor depending on what sorts of segments
in the training set are being most closely emulated: horizontal, vertical, or
corner segments. To pick appropriate segments, multiple GANs were trained on
different types of segments to ensure better flow between segments. Flow was
further improved by evolving the latent vectors for the segments being joined
in the level to maximize the length of the level's solution path. Using
multiple GANs to represent different types of segments results in significantly
longer solution paths than using one GAN for all segment types, and a human
subject study verifies that these levels are more fun and have more human-like
design than levels produced by one GAN.
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