Abstract
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily’s Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN’s outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.
Original language | English |
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Title of host publication | FDG '20: International Conference on the Foundations of Digital Games |
Publisher | Association for Computing Machinery |
Publication date | 2020 |
Article number | 99 |
ISBN (Electronic) | 9781450388078 |
DOIs | |
Publication status | Published - 2020 |
Event | Foundations of Digital Games - Malta Duration: 15 Sep 2020 → 18 Sep 2020 http://fdg2020.org |
Conference
Conference | Foundations of Digital Games |
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Location | Malta |
Period | 15/09/2020 → 18/09/2020 |
Internet address |