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 |
|---|---|
| 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 | International Conference on the Foundations of Digital Games - Malta, Bugibba, Malta Duration: 16 Sept 2020 → 18 Sept 2020 Conference number: 2020 http://fdg2020.org/ http://fdg2020.org |
Conference
| Conference | International Conference on the Foundations of Digital Games |
|---|---|
| Number | 2020 |
| Location | Malta |
| Country/Territory | Malta |
| City | Bugibba |
| Period | 16/09/2020 → 18/09/2020 |
| Internet address |
Keywords
- Generative Adversarial Networks
- Puzzle Game Levels
- Conditional GAN Control
- Map-Shape Condition
- Piece Distribution Challenge
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