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

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

Details

Original languageEnglish
Title of host publicationSixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
EditorsLevi Lelis, David Thue
Publication statusPublished - 9 Oct 2020
EventSixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment - online
Duration: 19 Oct 202022 Oct 2020
Conference number: 16

Publication series

NameProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Number1
Volume16
ISSN (Print)2326-909X
ISSN (electronic)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.

Keywords

    cs.LG, cs.NE, stat.ML

Cite this

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 . ed. / Levi Lelis; David Thue. 2020. (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; Vol. 16, No. 1).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Awiszus, M, Schubert, F & Rosenhahn, B 2020, TOAD-GAN: Coherent Style Level Generation from a Single Example. in L Lelis & D Thue (eds), Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment . Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, no. 1, vol. 16, Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , 19 Oct 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 (Eds.), Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; Vol. 16, No. 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, editors, 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 Oct 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 . editor / 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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