2021 IEEE Conference on Games (CoG) 2021
DOI: 10.1109/cog52621.2021.9619133
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World-GAN: a Generative Model for Minecraft Worlds

Abstract: This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to create arbitrarily sized world snippets from a given sample. We evaluate our approach on creations from the community as well as structures generated with the Minecraft World Generator. Our method is motivated by the dense representations used in Natural Language Processing (… Show more

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Cited by 14 publications
(5 citation statements)
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References 22 publications
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“…Each token contains a type of object or part of it, such as grass, wood, and air, represented by a semantic label. (Awiszus, Schubert, and Rosenhahn 2021) proposed World-GAN, an architecture similar to SinGAN that learns from a single level in an unsupervised way. (Sudhakaran et al 2021) adopted Neural Cellular Automata (NCA) (Mordvintsev et al 2020) in reconstructing Minecraft artefacts.…”
Section: Procedural Content Generationmentioning
confidence: 99%
See 1 more Smart Citation
“…Each token contains a type of object or part of it, such as grass, wood, and air, represented by a semantic label. (Awiszus, Schubert, and Rosenhahn 2021) proposed World-GAN, an architecture similar to SinGAN that learns from a single level in an unsupervised way. (Sudhakaran et al 2021) adopted Neural Cellular Automata (NCA) (Mordvintsev et al 2020) in reconstructing Minecraft artefacts.…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…Likewise, this implies that there is no need to derive token representations from a Language Model, since while their embeddings are semantically rich, they are overly complex. A dimension of d = 32 suffices for our task, as evidenced by WorldGAN (Awiszus, Schubert, and Rosenhahn 2021).…”
Section: Level Representationmentioning
confidence: 99%
“…Neural cellular automata have been used to create structures such caves, buildings, and trees with increasing complexity and ability to regenerate and repair themselves [38]. Generation of the world itself has also been researched through works such as World-GAN [39] which attempts to address the shortcomings of the static world generator bundled with Minecraft through generative adversarial networks. We position this work to fill the gap in the research space for interesting and creative buildings for Minecraft settlements.…”
Section: Minecraft Settlement Generationmentioning
confidence: 99%
“…In the wake of strikingly realistic randomly generated 2D images [ 1 , 2 ], there is a mounting expectation for generative models to replicate the same success when automatically synthesizing 3D objects. Demand for such models arises in various domains, ranging from rapid design and prototyping for the manufacturing sector to the entertainment industry [ 3 , 4 , 5 , 6 , 7 ]. Hence, the research focus is shifting towards 3D deep generative models, as rich and flexible 3D representations are rapidly emerging.…”
Section: Introductionmentioning
confidence: 99%
“…Many of these applications benefit from or require quick generation of the desired 3D object. One example is a machine learning model that fabricates levels in a video game to grant the user a unique experience [ 5 , 6 ]. Real-time computation allows the random generation of items or characters during the play.…”
Section: Introductionmentioning
confidence: 99%