TY - GEN
T1 - Bootstrapping Conditional GANs for Video Game Level Generation
AU - Torrado, R. Rodriguez
AU - Khalifa, A.
AU - Green, Michael Cerny
AU - Justesen, N.
AU - Risi, S.
AU - Togelius, J.
PY - 2020
Y1 - 2020
N2 - Generative Adversarial Networks (GANs) have shown impressive results for image generation. However, GANs face challenges in generating contents with certain types of constraints, such as game levels. Specifically, it is difficult to generate levels that have aesthetic appeal and are playable at the same time. Additionally, because training data usually is limited, it is challenging to generate unique levels with current GANs. In this paper, we propose a new GAN architecture named Conditional Embedding Self-Attention Generative Adversarial Net-work (CESAGAN) and a new bootstrapping training procedure. The CESAGAN is a modification of the self-attention GAN that incorporates an embedding feature vector input to condition the training of the discriminator and generator. This allows the network to model non-local dependency between game objects, and to count objects. Additionally, to reduce the number of levels necessary to train the GAN, we propose a bootstrapping mechanism in which playable generated levels are added to the training set. The results demonstrate that the new approach does not only generate a larger number of levels that are playable but also generates fewer duplicate levels compared to a standard GAN.
AB - Generative Adversarial Networks (GANs) have shown impressive results for image generation. However, GANs face challenges in generating contents with certain types of constraints, such as game levels. Specifically, it is difficult to generate levels that have aesthetic appeal and are playable at the same time. Additionally, because training data usually is limited, it is challenging to generate unique levels with current GANs. In this paper, we propose a new GAN architecture named Conditional Embedding Self-Attention Generative Adversarial Net-work (CESAGAN) and a new bootstrapping training procedure. The CESAGAN is a modification of the self-attention GAN that incorporates an embedding feature vector input to condition the training of the discriminator and generator. This allows the network to model non-local dependency between game objects, and to count objects. Additionally, to reduce the number of levels necessary to train the GAN, we propose a bootstrapping mechanism in which playable generated levels are added to the training set. The results demonstrate that the new approach does not only generate a larger number of levels that are playable but also generates fewer duplicate levels compared to a standard GAN.
KW - Generative Adversarial Networks
KW - Image Generation
KW - Game Level Generation
KW - Conditional Embedding
KW - Self-Attention
KW - Non-Local Dependency
KW - Bootstrapping Training
KW - Playable Content Generation
KW - Aesthetic Appeal
KW - Training Data Augmentation
KW - Generative Adversarial Networks
KW - Image Generation
KW - Game Level Generation
KW - Conditional Embedding
KW - Self-Attention
KW - Non-Local Dependency
KW - Bootstrapping Training
KW - Playable Content Generation
KW - Aesthetic Appeal
KW - Training Data Augmentation
U2 - 10.1109/CoG47356.2020.9231576
DO - 10.1109/CoG47356.2020.9231576
M3 - Konferencebidrag i proceedings
VL - 1
SP - 41
EP - 48
BT - 2020 IEEE Conference on Games (CoG)
PB - IEEE
ER -