TY - GEN
T1 - Autoencoder and evolutionary algorithm for level generation in lode runner
AU - Thakkar, Sarjak
AU - Cao, Changxing
AU - Wang, Lifan
AU - Choi, Tae Jong
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/8
Y1 - 2019/8
N2 - Procedural content generation can be used to create arbitrarily large amounts of game levels automatically, but traditionally the PCG algorithms needed to be developed or adapted for each game manually. Procedural Content Generation via Machine Learning (PCGML) harnesses the power of machine learning to semi-automate the development of PCG solutions, training on existing game content so as to create new content from the trained models. One of the machine learning techniques that have been suggested for this purpose is the autoencoder. However, very limited work has been done to explore the potential of autoencoders for PCGML. In this paper, we train autoencoders on levels for the platform game Lode Runner, and use them to generate levels. Compared to previous work, we use a multi-channel approach to represent content in full fidelity, and we compare standard and variational autoencoders. We also evolve the values of the hidden layer of trained autoencoders in order to find levels with desired properties.
AB - Procedural content generation can be used to create arbitrarily large amounts of game levels automatically, but traditionally the PCG algorithms needed to be developed or adapted for each game manually. Procedural Content Generation via Machine Learning (PCGML) harnesses the power of machine learning to semi-automate the development of PCG solutions, training on existing game content so as to create new content from the trained models. One of the machine learning techniques that have been suggested for this purpose is the autoencoder. However, very limited work has been done to explore the potential of autoencoders for PCGML. In this paper, we train autoencoders on levels for the platform game Lode Runner, and use them to generate levels. Compared to previous work, we use a multi-channel approach to represent content in full fidelity, and we compare standard and variational autoencoders. We also evolve the values of the hidden layer of trained autoencoders in order to find levels with desired properties.
UR - http://www.scopus.com/inward/record.url?scp=85073109349&partnerID=8YFLogxK
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U2 - 10.1109/CIG.2019.8848076
DO - 10.1109/CIG.2019.8848076
M3 - Conference contribution
AN - SCOPUS:85073109349
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - IEEE Conference on Games 2019, CoG 2019
PB - IEEE Computer Society
T2 - 2019 IEEE Conference on Games, CoG 2019
Y2 - 20 August 2019 through 23 August 2019
ER -