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Game Level Clustering and Generation using Gaussian Mixture VAEs

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 Added by Anurag Sarkar
 Publication date 2020
and research's language is English




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Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing generation to be conditioned on labels, such labels have to be provided during training and thus require prior knowledge which may not always be available. In this paper, we apply Gaussian Mixture VAEs (GMVAEs), a variant of the VAE which imposes a mixture of Gaussians (GM) on the latent space, unlike regular VAEs which impose a unimodal Gaussian. This allows GMVAEs to cluster levels in an unsupervised manner using the components of the GM and then generate new levels using the learned components. We demonstrate our approach with levels from Super Mario Bros., Kid Icarus and Mega Man. Our results show that the learned components discover and cluster level structures and patterns and can be used to generate levels with desired characteristics.



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Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVAEs) were recently shown capable of generating output that can be modified using labels specifying desired content, albeit working with segments of levels and platformers exclusively. We expand these works by using CVAEs for generating whole platformer and dungeon levels, and blending levels across these genres. We show that CVAEs can reliably control door placement in dungeons and progression direction in platformer levels. Thus, by using appropriate labels, our approach can generate whole dungeons and platformer levels of interconnected rooms and segments respectively as well as levels that blend dungeons and platformers. We demonstrate our approach using The Legend of Zelda, Metroid, Mega Man and Lode Runner.
We consider clustering based on significance tests for Gaussian Mixture Models (GMMs). Our starting point is the SigClust method developed by Liu et al. (2008), which introduces a test based on the k-means objective (with k = 2) to decide whether the data should be split into two clusters. When applied recursively, this test yields a method for hierarchical clustering that is equipped with a significance guarantee. We study the limiting distribution and power of this approach in some examples and show that there are large regions of the parameter space where the power is low. We then introduce a new test based on the idea of relative fit. Unlike prior work, we test for whether a mixture of Gaussians provides a better fit relative to a single Gaussian, without assuming that either model is correct. The proposed test has a simple critical value and provides provable error control. One version of our test provides exact, finite sample control of the type I error. We show how our tests can be used for hierarchical clustering as well as in a sequential manner for model selection. We conclude with an extensive simulation study and a cluster analysis of a gene expression dataset.
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.
Variation Autoencoder (VAE) has become a powerful tool in modeling the non-linear generative process of data from a low-dimensional latent space. Recently, several studies have proposed to use VAE for unsupervised clustering by using mixture models to capture the multi-modal structure of latent representations. This strategy, however, is ineffective when there are outlier data samples whose latent representations are meaningless, yet contaminating the estimation of key major clusters in the latent space. This exact problem arises in the context of resting-state fMRI (rs-fMRI) analysis, where clustering major functional connectivity patterns is often hindered by heavy noise of rs-fMRI and many minor clusters (rare connectivity patterns) of no interest to analysis. In this paper we propose a novel generative process, in which we use a Gaussian-mixture to model a few major clusters in the data, and use a non-informative uniform distribution to capture the remaining data. We embed this truncated Gaussian-Mixture model in a Variational AutoEncoder framework to obtain a general joint clustering and outlier detection approach, called tGM-VAE. We demonstrated the applicability of tGM-VAE on the MNIST dataset and further validated it in the context of rs-fMRI connectivity analysis.
100 - Anurag Sarkar , Seth Cooper 2020
Existing methods of level generation using latent variable models such as VAEs and GANs do so in segments and produce the final level by stitching these separately generated segments together. In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments. By further combining the VAE with a classifier that determines whether to place the generated segment to the top, bottom, left or right of the previous segment, we obtain a pipeline that enables the generation of arbitrarily long levels that progress in any of these four directions and are composed of segments that logically follow one another. In addition to generating more coherent levels of non-fixed length, this method also enables implicit blending of levels from separate games that do not have similar orientation. We demonstrate our approach using levels from Super Mario Bros., Kid Icarus and Mega Man, showing that our method produces levels that are more coherent than previous latent variable-based approaches and are capable of blending levels across games.

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