International Conference on the Foundations of Digital Games 2020
DOI: 10.1145/3402942.3402948
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Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

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Cited by 24 publications
(32 citation statements)
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References 12 publications
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“…Finally, in generating levels blended across different games, our work is situated amidst a recent line of PCGML research focusing on more creative applications of ML for game design [19,33]. Such techniques touch upon concepts of combinational creativity [2] and have included domain transfer [39,42], automated game generation [18] and game blending [13] which refers to generating new games by combining properties such as levels and/or mechanics of existing games. While several recent works have demonstrated learning to blend games using the VAE latent space [34,35], using MAP-Elites could help produce a wide variety of blended game levels as well as identify if certain regions of the blended latent space correspond to specific combinations of games being blended.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Finally, in generating levels blended across different games, our work is situated amidst a recent line of PCGML research focusing on more creative applications of ML for game design [19,33]. Such techniques touch upon concepts of combinational creativity [2] and have included domain transfer [39,42], automated game generation [18] and game blending [13] which refers to generating new games by combining properties such as levels and/or mechanics of existing games. While several recent works have demonstrated learning to blend games using the VAE latent space [34,35], using MAP-Elites could help produce a wide variety of blended game levels as well as identify if certain regions of the blended latent space correspond to specific combinations of games being blended.…”
Section: Related Workmentioning
confidence: 99%
“…Thus, the maximum value for this is 32 since there are 16 rows and 16 columns. As a metric, it is similar to the plagiarism metrics as defined in [42,44]. Thus, the ranges for Symmetry and Similarity were [0, 256] and [0, 32] respectively, giving us an archive consisting of 257 × 33 = 8,481 cells.…”
Section: Map-elitesmentioning
confidence: 99%
“…The method presented in this paper allows generating whole level blends in a controllable manner in addition to blending games from different genres. In doing so, this work constitutes another PCGML approach under combinational creativity [24], similar to recent works looking at domain transfer [25] and automated game generation [26], all of which blend and/or combine existing domains to generate content for new ones. Additionally, in being a creative ML approach for level generation and blending, this work can also be categorized under the recently defined Game Design via Creative Machine Learning (GDCML) [27] set of approaches.…”
Section: Introductionmentioning
confidence: 99%
“…In this vein, a recent trend of more creative PCGML has emerged [44], focusing on applications such as domain transfer [45], [46], level and game blending [47]- [49] and generation of entire new games using ML models [50]. These new works combined with the emergence of new ML-powered game design tools [51] signal that creative ML approaches prevalent primarily in visual art and music thus far, can be repurposed for use with ML models for game design.…”
Section: Introductionmentioning
confidence: 99%