TOAD-GAN: Coherent Style Level Generation from a Single Example
M. Awiszus, F. Schubert, and B. Rosenhahn. (October 2020)cite arxiv:2008.01531Comment: 7 pages, 7 figures. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2020.
Abstract
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension
Generative Adversarial Network), a novel Procedural Content Generation (PCG)
algorithm that generates token-based video game levels. TOAD-GAN follows the
SinGAN architecture and can be trained using only one example. We demonstrate
its application for Super Mario Bros. levels and are able to generate new
levels of similar style in arbitrary sizes. We achieve state-of-the-art results
in modeling the patterns of the training level and provide a comparison with
different baselines under several metrics. Additionally, we present an
extension of the method that allows the user to control the generation process
of certain token structures to ensure a coherent global level layout. We
provide this tool to the community to spur further research by publishing our
source code.
Description
[2008.01531v1] TOAD-GAN: Coherent Style Level Generation from a Single Example
%0 Generic
%1 awiszus2020toadgan
%A Awiszus, Maren
%A Schubert, Frederik
%A Rosenhahn, Bodo
%D 2020
%K l3s leibnizailab
%T TOAD-GAN: Coherent Style Level Generation from a Single Example
%U http://arxiv.org/abs/2008.01531
%X In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension
Generative Adversarial Network), a novel Procedural Content Generation (PCG)
algorithm that generates token-based video game levels. TOAD-GAN follows the
SinGAN architecture and can be trained using only one example. We demonstrate
its application for Super Mario Bros. levels and are able to generate new
levels of similar style in arbitrary sizes. We achieve state-of-the-art results
in modeling the patterns of the training level and provide a comparison with
different baselines under several metrics. Additionally, we present an
extension of the method that allows the user to control the generation process
of certain token structures to ensure a coherent global level layout. We
provide this tool to the community to spur further research by publishing our
source code.
@misc{awiszus2020toadgan,
abstract = {In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension
Generative Adversarial Network), a novel Procedural Content Generation (PCG)
algorithm that generates token-based video game levels. TOAD-GAN follows the
SinGAN architecture and can be trained using only one example. We demonstrate
its application for Super Mario Bros. levels and are able to generate new
levels of similar style in arbitrary sizes. We achieve state-of-the-art results
in modeling the patterns of the training level and provide a comparison with
different baselines under several metrics. Additionally, we present an
extension of the method that allows the user to control the generation process
of certain token structures to ensure a coherent global level layout. We
provide this tool to the community to spur further research by publishing our
source code.},
added-at = {2021-07-19T15:26:14.000+0200},
author = {Awiszus, Maren and Schubert, Frederik and Rosenhahn, Bodo},
biburl = {https://www.bibsonomy.org/bibtex/22e33f614c6a09dc9592f87cbbf4971aa/sophieschr},
description = {[2008.01531v1] TOAD-GAN: Coherent Style Level Generation from a Single Example},
interhash = {fd2ae84747eb6aa085c3e5396afbe8c6},
intrahash = {2e33f614c6a09dc9592f87cbbf4971aa},
keywords = {l3s leibnizailab},
month = oct,
note = {cite arxiv:2008.01531Comment: 7 pages, 7 figures. AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2020},
timestamp = {2021-07-19T15:26:14.000+0200},
title = {TOAD-GAN: Coherent Style Level Generation from a Single Example},
url = {http://arxiv.org/abs/2008.01531},
year = 2020
}