TY - GEN
T1 - Bootstrapping Conditional GANs for Video Game Level Generation
AU - Torrado, Ruben Rodriguez
AU - Khalifa, Ahmed
AU - Green, Michael Cerny
AU - Justesen, Niels
AU - Risi, Sebastian
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/8
Y1 - 2020/8
N2 - Generative Adversarial Networks (GANs) have shown impressive results for image generation. However, GANs face challenges in generating contents with certain types of constraints, such as game levels. Specifically, it is difficult to generate levels that have aesthetic appeal and are playable at the same time. Additionally, because training data usually is limited, it is challenging to generate unique levels with current GANs. In this paper, we propose a new GAN architecture named Conditional Embedding Self-Attention Generative Adversarial Net-work (CESAGAN) and a new bootstrapping training procedure. The CESAGAN is a modification of the self-attention GAN that incorporates an embedding feature vector input to condition the training of the discriminator and generator. This allows the network to model non-local dependency between game objects, and to count objects. Additionally, to reduce the number of levels necessary to train the GAN, we propose a bootstrapping mechanism in which playable generated levels are added to the training set. The results demonstrate that the new approach does not only generate a larger number of levels that are playable but also generates fewer duplicate levels compared to a standard GAN.
AB - Generative Adversarial Networks (GANs) have shown impressive results for image generation. However, GANs face challenges in generating contents with certain types of constraints, such as game levels. Specifically, it is difficult to generate levels that have aesthetic appeal and are playable at the same time. Additionally, because training data usually is limited, it is challenging to generate unique levels with current GANs. In this paper, we propose a new GAN architecture named Conditional Embedding Self-Attention Generative Adversarial Net-work (CESAGAN) and a new bootstrapping training procedure. The CESAGAN is a modification of the self-attention GAN that incorporates an embedding feature vector input to condition the training of the discriminator and generator. This allows the network to model non-local dependency between game objects, and to count objects. Additionally, to reduce the number of levels necessary to train the GAN, we propose a bootstrapping mechanism in which playable generated levels are added to the training set. The results demonstrate that the new approach does not only generate a larger number of levels that are playable but also generates fewer duplicate levels compared to a standard GAN.
KW - Bootstrapping
KW - Conditional Embedding
KW - Functional Content Generation
KW - General Video Game Framework
KW - Generative Adversarial Networks
KW - Procedural Content Generation
KW - Self-Attention
UR - http://www.scopus.com/inward/record.url?scp=85096915040&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85096915040&partnerID=8YFLogxK
U2 - 10.1109/CoG47356.2020.9231576
DO - 10.1109/CoG47356.2020.9231576
M3 - Conference contribution
AN - SCOPUS:85096915040
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
SP - 41
EP - 48
BT - IEEE Conference on Games, CoG 2020
PB - IEEE Computer Society
T2 - 2020 IEEE Conference on Games, CoG 2020
Y2 - 24 August 2020 through 27 August 2020
ER -