2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848011
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Searching the Latent Space of a Generative Adversarial Network to Generate DOOM Levels

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Cited by 21 publications
(18 citation statements)
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“…An advantage of using DGMs for level generation is that LVE [7,27] can be employed after training the generator to identity levels with certain characteristics. However, existing studies on sequential VAE have reported that the latent vector tends to be ignored, and the variation of outputs is created by the randomness of G itself [20].…”
Section: Latent Variable Evolutionmentioning
confidence: 99%
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“…An advantage of using DGMs for level generation is that LVE [7,27] can be employed after training the generator to identity levels with certain characteristics. However, existing studies on sequential VAE have reported that the latent vector tends to be ignored, and the variation of outputs is created by the randomness of G itself [20].…”
Section: Latent Variable Evolutionmentioning
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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“…They have also been employed to learn an encoding during optimization, using them as a variational operator [9]. Other GMs like GANs have been used in latent variable evolution [2] to generate levels for the video games Super Mario Bros. [23] and Doom [10]. A model's latent space is searched with an evolutionary algorithm for instances that optimize for desired properties such as the layout or difficulty of a level.…”
Section: Variational Autoencodersmentioning
confidence: 99%
“…An emerging PCG technique is Generative Adversarial Networks (GANs [2]) used to search the latent design space of video game levels, as has been done in Super Mario Bros. [3], Doom [4], an educational game [5], and the General Video Game AI (GVG-AI [6]) adaptation of The Legend of Zelda [7]. In the GVG-AI version of Zelda, single-room levels require the player to fight enemies, reach a key, and take it to the exit.…”
Section: Introductionmentioning
confidence: 99%