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Exploring Level Blending across Platformers via Paths and Affordances (2009.06356v1)

Published 22 Aug 2020 in cs.LG, cs.AI, and stat.ML

Abstract: Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training, recent works have increasingly started to explore methods for discovering and generating content in novel domains via techniques such as level blending and domain transfer. In this paper, we build on these works and introduce a new PCGML approach for producing novel game content spanning multiple domains. We use a new affordance and path vocabulary to encode data from six different platformer games and train variational autoencoders on this data, enabling us to capture the latent level space spanning all the domains and generate new content with varying proportions of the different domains.

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Authors (5)
  1. Anurag Sarkar (17 papers)
  2. Adam Summerville (9 papers)
  3. Sam Snodgrass (9 papers)
  4. Gerard Bentley (1 paper)
  5. Joseph Osborn (3 papers)
Citations (23)

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