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Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

Published: 17 September 2020 Publication History

Abstract

Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational creativity or the recombination, adaptation, and reuse of ideas and concepts between and across domains. In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains. We extend prior work involving example-driven Binary Space Partitioning for recombining and reusing patterns in multiple domains, and incorporate Variational Autoencoders (VAEs) for generating unseen structures. We evaluate our approach by blending across 7 domains and subsets of those domains. We show that our approach is able to blend domains together while retaining structural components. Additionally, by using different groups of training domains our approach is able to generate both 1) levels that reproduce and capture features of a target domain, and 2) levels that have vastly different properties from the input domain.

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Cited By

View all
  • (2024)Procedural Content Generation via Knowledge Transformation (PCG-KT)IEEE Transactions on Games10.1109/TG.2023.327042216:1(36-50)Online publication date: Mar-2024
  • (2023)Level Generation Through Large Language ModelsProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587211(1-8)Online publication date: 12-Apr-2023
  • (2022)Using Genetic Algorithm for Wide yet Even Scattering of Game Objects: Applications on Irregular Levels and Involving Multiple Objects2022 IEEE 8th Information Technology International Seminar (ITIS)10.1109/ITIS57155.2022.10010220(301-306)Online publication date: 19-Oct-2022
  • Show More Cited By

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cover image ACM Other conferences
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
804 pages
ISBN:9781450388078
DOI:10.1145/3402942
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 September 2020

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Author Tags

  1. PCGML
  2. binary space partitioning
  3. level blending
  4. level generation
  5. procedural content generation
  6. variational autoencoder

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FDG '20

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)Procedural Content Generation via Knowledge Transformation (PCG-KT)IEEE Transactions on Games10.1109/TG.2023.327042216:1(36-50)Online publication date: Mar-2024
  • (2023)Level Generation Through Large Language ModelsProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587211(1-8)Online publication date: 12-Apr-2023
  • (2022)Using Genetic Algorithm for Wide yet Even Scattering of Game Objects: Applications on Irregular Levels and Involving Multiple Objects2022 IEEE 8th Information Technology International Seminar (ITIS)10.1109/ITIS57155.2022.10010220(301-306)Online publication date: 19-Oct-2022
  • (2022)Compressing and Comparing the Generative Spaces of Procedural Content Generators2022 IEEE Conference on Games (CoG)10.1109/CoG51982.2022.9893615(143-150)Online publication date: 21-Aug-2022
  • (2022)Procedural content improvement of game bosses with an evolutionary algorithmMultimedia Tools and Applications10.1007/s11042-022-13674-682:7(10277-10309)Online publication date: 25-Aug-2022
  • (2021)Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational AutoencoderProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472545(1-11)Online publication date: 3-Aug-2021
  • (2021)Dungeon and Platformer Level Blending and Generation using Conditional VAEs2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619051(1-8)Online publication date: 17-Aug-2021
  • (2021)Lode Encoder: AI-constrained co-creativity2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619009(01-08)Online publication date: 17-Aug-2021
  • (2021)Deep learning for procedural content generationNeural Computing and Applications10.1007/s00521-020-05383-833:1(19-37)Online publication date: 1-Jan-2021
  • (2020)Sequential Segment-based Level Generation and Blending using Variational AutoencodersProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409604(1-9)Online publication date: 15-Sep-2020
  • Show More Cited By

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