Ensemble Learning For Mega Man Level Generation
Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, and Matthew, Guzdial

TL;DR
This paper explores using ensemble Markov chains to improve procedural generation of Mega Man levels, aiming to better capture data variance and enhance style and playability.
Contribution
It introduces an ensemble approach to Markov chain-based level generation, addressing limitations of single models in capturing data variance.
Findings
Ensemble method improves level playability.
Ensemble approach enhances stylistic similarity.
Compared to single Markov chain, the ensemble yields more diverse levels.
Abstract
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying data with a single model. In this paper, we investigated the use of ensembles of Markov chains for procedurally generating \emph{Mega Man} levels. We conduct an initial investigation of our approach and evaluate it on measures of playability and stylistic similarity in comparison to a non-ensemble, existing Markov chain approach.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Video Analysis and Summarization
