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The VGLC: The Video Game Level Corpus (1606.07487v2)

Published 23 Jun 2016 in cs.HC, cs.AI, and cs.LG

Abstract: 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.

Citations (118)

Summary

  • The paper presents the VGLC, a curated dataset of 428 levels from 12 classic games to boost procedural content generation research.
  • It details three distinct level representations—Tile, Graph, and Vector—to support diverse machine learning methodologies.
  • The corpus enables innovative applications in content generation, design pattern analysis, and cross-game style transfer for game AI.

The VGLC: The Video Game Level Corpus

The paper "The VGLC: The Video Game Level Corpus" by Adam James Summerville, Sam Snodgrass, Michael Mateas, and Santiago Ontañón introduces a significant contribution to the field of Procedural Content Generation (PCG) in video games. The authors present the Video Game Level Corpus (VGLC), a dataset comprising 428 levels from 12 classic video games, formatted to facilitate machine learning research and other game AI studies. This essay provides an expert-level overview of the paper's contents, methodology, and potential implications.

The authors tackle a persistent challenge in PCG for video games: the need for a robust training corpus that can be utilized by machine learning algorithms to generate new game content. By assembling the VGLC, they aim to standardize and streamline the research process, thereby allowing researchers to focus on developing novel generation methods rather than on the tedious task of manually compiling datasets.

Dataset Overview

The VGLC includes levels from well-known games such as Super Mario Bros., Doom, and The Legend of Zelda. The dataset is annotated in three formats: Tile, Graph, and Vector. Each game is presented in a way that maintains the essence of its original level design while simplifying it for computational analysis:

  • Tile Format: Suitable for tile-based games with two-dimensional grids, where each character in the grid represents a different game element.
  • Graph Format: Utilized for room-based structures in games, capturing topological features rather than low-level spatial data.
  • Vector Format: Applied to games with a focus on linear elements, suitable for representing game elements as line segments and discrete objects.

These formats facilitate both text-based and image-based procedural generation techniques, accommodating a wide range of algorithms including Markov chains, recurrent neural networks, graph grammars, and convolutional neural networks.

Potential Applications

The VGLC is poised to serve several purposes within the PCG and broader game AI community:

  • Procedural Content Generation: Researchers can utilize the corpus to experiment with and refine machine learning techniques aimed at generating novel game levels, using the corpus as a benchmark for comparison.
  • Design Analysis: The dataset allows for an empirical paper of level design patterns and successful game design decisions, expanding beyond anecdotal evidence to large-scale quantitative analyses.
  • Style Transfer: The corpus enables exploration into cross-game level design style transfer, opening pathways to innovative content creation by adapting level aesthetics and mechanics from different games.

Implications and Future Directions

By making the VGLC publicly accessible, the authors anticipate that it will catalyze research and development in PCG, supporting more efficient and creative level generation techniques. An important aspect of the paper is the call for community involvement to enrich the corpus with additional games and tools, thereby broadening its applicability and utility.

This corpus not only benefits those directly involved in PCG research but also aligns with broader trends in AI, where large-scale, annotated datasets play a pivotal role in advancing algorithmic sophistication and application diversity. As the community embraces and expands upon the VGLC, it will be interesting to observe the novel applications and methodologies that emerge from this collaborative resource. Furthermore, the exploration of more expressive annotation schemas represents an intriguing avenue for enhancing the completeness and detail of the corpus.

In conclusion, the VGLC stands as a substantial resource poised to advance both theoretical exploration and practical applications in video game design and artificial intelligence. Through its continued evolution and utilization, it has the potential to drive significant innovations in how games are designed, both autonomously and in collaboration with human creators.

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