Bootstrapping Conditional GANs for Video Game Level Generation
Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels, Justesen, Sebastian Risi, Julian Togelius

TL;DR
This paper introduces CESAGAN, a novel GAN architecture with a bootstrapping training method that improves the generation of diverse, playable, and aesthetically appealing video game levels with fewer duplicates.
Contribution
The paper proposes CESAGAN, a conditional self-attention GAN with a bootstrapping training procedure for improved game level generation.
Findings
Generates more playable levels with fewer duplicates.
Models non-local dependencies between game objects.
Reduces training data requirements through bootstrapping.
Abstract
Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult togenerate levels that have aesthetic appeal and are playable atthe same time. Additionally, because training data usually islimited, it is challenging to generate unique levels with cur-rent GANs. In this paper, we propose a new GAN architec-ture namedConditional Embedding Self-Attention Genera-tive Adversarial Network(CESAGAN) and a new bootstrap-ping training procedure. The CESAGAN is a modification ofthe self-attention GAN that incorporates an embedding fea-ture vector input to condition the training of the discriminatorand generator. This allows the network to model non-localdependency between game objects, and to count objects. Ad-ditionally, to reduce…
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Taxonomy
MethodsConvolution · Dogecoin Customer Service Number +1-833-534-1729
