TL;DR
This paper demonstrates how a GAN trained on Mario levels can generate diverse, playable levels, and how evolutionary strategies can optimize these levels for specific properties and playability metrics.
Contribution
It introduces a method combining GANs with CMA-ES to generate and optimize Mario levels within the latent space, enabling targeted level creation.
Findings
GAN can generate diverse Mario levels similar to original corpus
CMA-ES effectively optimizes levels for specific properties
Levels can be evaluated for playability using an AI agent
Abstract
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A*…
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Taxonomy
MethodsConvolution · Dogecoin Customer Service Number +1-833-534-1729
