TOAD-GAN: Coherent Style Level Generation from a Single Example

Publikation: Beitrag in Buch/Bericht/Sammelwerk/KonferenzbandAufsatz in KonferenzbandForschungPeer-Review

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OriginalspracheEnglisch
Titel des SammelwerksSixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Herausgeber/-innenLevi Lelis, David Thue
PublikationsstatusVeröffentlicht - 9 Okt. 2020
VeranstaltungSixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment - online
Dauer: 19 Okt. 202022 Okt. 2020
Konferenznummer: 16

Publikationsreihe

NameProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Nummer1
Band16
ISSN (Print)2326-909X
ISSN (elektronisch)2334-0924

Abstract

In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN architecture and can be trained using only one example. We demonstrate its application for Super Mario Bros. levels and are able to generate new levels of similar style in arbitrary sizes. We achieve state-of-the-art results in modeling the patterns of the training level and provide a comparison with different baselines under several metrics. Additionally, we present an extension of the method that allows the user to control the generation process of certain token structures to ensure a coherent global level layout. We provide this tool to the community to spur further research by publishing our source code.

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TOAD-GAN: Coherent Style Level Generation from a Single Example. / Awiszus, Maren; Schubert, Frederik; Rosenhahn, Bodo.
Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment . Hrsg. / Levi Lelis; David Thue. 2020. (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; Band 16, Nr. 1).

Publikation: Beitrag in Buch/Bericht/Sammelwerk/KonferenzbandAufsatz in KonferenzbandForschungPeer-Review

Awiszus, M, Schubert, F & Rosenhahn, B 2020, TOAD-GAN: Coherent Style Level Generation from a Single Example. in L Lelis & D Thue (Hrsg.), Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment . Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Nr. 1, Bd. 16, Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , 19 Okt. 2020. <http://arxiv.org/abs/2008.01531v1>
Awiszus, M., Schubert, F., & Rosenhahn, B. (2020). TOAD-GAN: Coherent Style Level Generation from a Single Example. In L. Lelis, & D. Thue (Hrsg.), Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; Band 16, Nr. 1). http://arxiv.org/abs/2008.01531v1
Awiszus M, Schubert F, Rosenhahn B. TOAD-GAN: Coherent Style Level Generation from a Single Example. in Lelis L, Thue D, Hrsg., Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment . 2020. (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; 1). Epub 2020 Okt 1.
Awiszus, Maren ; Schubert, Frederik ; Rosenhahn, Bodo. / TOAD-GAN : Coherent Style Level Generation from a Single Example. Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment . Hrsg. / Levi Lelis ; David Thue. 2020. (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; 1).
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abstract = "In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN architecture and can be trained using only one example. We demonstrate its application for Super Mario Bros. levels and are able to generate new levels of similar style in arbitrary sizes. We achieve state-of-the-art results in modeling the patterns of the training level and provide a comparison with different baselines under several metrics. Additionally, we present an extension of the method that allows the user to control the generation process of certain token structures to ensure a coherent global level layout. We provide this tool to the community to spur further research by publishing our source code. ",
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