2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848076
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Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner

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Cited by 38 publications
(33 citation statements)
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“…This solution adds some unpredictability. Performance evaluation compares similarity to the original game levels [27]. There is also a framework for general 2D games (mostly topdown adventures) [28].…”
Section: Related Workmentioning
confidence: 99%
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“…This solution adds some unpredictability. Performance evaluation compares similarity to the original game levels [27]. There is also a framework for general 2D games (mostly topdown adventures) [28].…”
Section: Related Workmentioning
confidence: 99%
“…Usefulness is defined by the safe zone and player exit dis tance criteria. Criteria were selected based on recurrence in the literature [26][27][28][29][30], game design principles, and creativity definitions [2,4,5]. If one of the constraint functions does not pass, the total fitness is multiplied by zero.…”
Section: Game Scene Procedural Generation Criteria Listmentioning
confidence: 99%
“…The existing level generation techniques that employ DGMs have been applied to tile-based game domains wherein the levels are clearly divided into meshes and all blocks have the same size or the same unit size, and the blocks can be set by specifying the index of the level array. Therefore, the existing approaches such as [25][26][27] encode the tile-based level as an image and successfully use DGMs for image processing. However, the levels of Angry Birds are specified by real numbers, and a large number of meshes are needed to represent the exact stage.…”
Section: Angry Birdsmentioning
confidence: 99%
“…PCGML includes approaches that utilize n-gram [4] with a graphical probability model [9], generative adversarial networks (GAN) [7,26,27], and variational autoencoders (VAEs) [25]. Volz et al [27] applied the Wasserstein GAN (WGAN) to generate levels for Super Mario Bros (SMB).…”
Section: Introductionmentioning
confidence: 99%
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