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Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks

Published: 17 September 2020 Publication History

Abstract

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily’s Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN’s outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.

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Cited By

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  • (2023)Procedural Generation of Rush Hour LevelsComputers and Games10.1007/978-3-031-34017-8_15(181-190)Online publication date: 24-May-2023
  • (2022)Generating Game Levels of Diverse Behaviour Engagement2022 IEEE Conference on Games (CoG)10.1109/CoG51982.2022.9893697(167-174)Online publication date: 21-Aug-2022
  • (2021)Adversarial Random Forest Classifier for Automated Game DesignProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472587(1-6)Online publication date: 3-Aug-2021
  1. Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks

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    cover image ACM Other conferences
    FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
    September 2020
    804 pages
    ISBN:9781450388078
    DOI:10.1145/3402942
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 17 September 2020

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    Author Tags

    1. Conditional Generative Adversarial Networks
    2. Procedural Content Generation
    3. Puzzle Games

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    Cited By

    View all
    • (2023)Procedural Generation of Rush Hour LevelsComputers and Games10.1007/978-3-031-34017-8_15(181-190)Online publication date: 24-May-2023
    • (2022)Generating Game Levels of Diverse Behaviour Engagement2022 IEEE Conference on Games (CoG)10.1109/CoG51982.2022.9893697(167-174)Online publication date: 21-Aug-2022
    • (2021)Adversarial Random Forest Classifier for Automated Game DesignProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472587(1-6)Online publication date: 3-Aug-2021

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