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Bootstrapping Conditional GANs for Video Game Level Generation

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 Publication date 2019
and research's language is English




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Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult togenerate levels that have aesthetic appeal and are playable atthe same time. Additionally, because training data usually islimited, it is challenging to generate unique levels with cur-rent GANs. In this paper, we propose a new GAN architec-ture namedConditional Embedding Self-Attention Genera-tive Adversarial Network(CESAGAN) and a new bootstrap-ping training procedure. The CESAGAN is a modification ofthe self-attention GAN that incorporates an embedding fea-ture vector input to condition the training of the discriminatorand generator. This allows the network to model non-localdependency between game objects, and to count objects. Ad-ditionally, to reduce the number of levels necessary to trainthe GAN, we propose a bootstrapping mechanism in whichplayable generated levels are added to the training set. Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.



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Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and applications enabled by conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using labeled data, thus enabling outputs to be generated conditioned on some input. We studied how increased control in the level generation process and the ability to produce desired outputs via training on labeled game level data could build on prior PCGML methods. Through our results of training CVAEs on levels from Super Mario Bros., Kid Icarus and Mega Man, we show that such models can assist in level design by generating levels with desired level elements and patterns as well as producing blended levels with desired combinations of games.
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.
We propose a conditional generative adversarial network (GAN) model for zero-shot video generation. In this study, we have explored zero-shot conditional generation setting. In other words, we generate unseen videos from training samples with missing classes. The task is an extension of conditional data generation. The key idea is to learn disentangled representations in the latent space of a GAN. To realize this objective, we base our model on the motion and content decomposed GAN and conditional GAN for image generation. We build the model to find better-disentangled representations and to generate good-quality videos. We demonstrate the effectiveness of our proposed model through experiments on the Weizmann action database and the MUG facial expression database.
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.
Recently, increasing works have proposed to drive evolutionary algorithms using machine learning models. Usually, the performance of such model based evolutionary algorithms is highly dependent on the training qualities of the adopted models. Since it usually requires a certain amount of data (i.e. the candidate solutions generated by the algorithms) for model training, the performance deteriorates rapidly with the increase of the problem scales, due to the curse of dimensionality. To address this issue, we propose a multi-objective evolutionary algorithm driven by the generative adversarial networks (GANs). At each generation of the proposed algorithm, the parent solutions are first classified into real and fake samples to train the GANs; then the offspring solutions are sampled by the trained GANs. Thanks to the powerful generative ability of the GANs, our proposed algorithm is capable of generating promising offspring solutions in high-dimensional decision space with limited training data. The proposed algorithm is tested on 10 benchmark problems with up to 200 decision variables. Experimental results on these test problems demonstrate the effectiveness of the proposed algorithm.

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