paper-with-me

홈 › Papers

Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry

2022-05-31 · Miguel González-Duque, Rasmus Berg Palm, Søren Hauberg, Sebastian Risi

Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with "Super Mario Bros" and "The Legend of Zelda" levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content.

📄 PDF Abstract BibTeX arXiv:2206.00106

Code (0)

등록된 구현이 없습니다.

Similar Papers 제목 키워드 기반

MarioGPT: Open-Ended Text2Level Generation through Large Language Models

2023-02-12 · NeurIPS 2023 11 · Shyam Sudhakaran, Miguel González-Duque, Claire Glanois, Matthias Freiberger 외

Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful cont…

Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study

2021-06-30 · Tianye Shu, Jialin Liu, Georgios N. Yannakakis

We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generat…

Diversityreinforcement-learningReinforcement Learning (RL)

Procedural Content Generation using Behavior Trees (PCGBT)

2021-06-24 · Anurag Sarkar, Seth Cooper

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling gam…

Game Design

Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network

2018-05-02 · Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas 외

Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video gam…

Generative Adversarial NetworkSNES Games

Using PCA to Efficiently Represent State Spaces

2015-05-02 · William Curran, Tim Brys, Matthew Taylor, William Smart

Reinforcement learning algorithms need to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces. This is known as the curse of dimensionality. By projecting the …

BenchmarkingDimensionality ReductionReinforcement Learning