TY - GEN
T1 - Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning
AU - Volz, Vanessa
AU - Justesen, Niels
AU - Snodgrass, Sam
AU - Asadi, Sahar
AU - Purmonen, Sami
AU - Holmgard, Christoffer
AU - Togelius, Julian
AU - Risi, Sebastian
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/8
Y1 - 2020/8
N2 - Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open question how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithms such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular, we augment the neighbourhood of a Markov Random Fields approach to take into account not only local but also symmetric positional information. We conduct several empirical tests, including a user study that show the improvements achieved by the proposed modifications and obtain promising results.
AB - Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open question how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithms such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular, we augment the neighbourhood of a Markov Random Fields approach to take into account not only local but also symmetric positional information. We conduct several empirical tests, including a user study that show the improvements achieved by the proposed modifications and obtain promising results.
KW - Candy Crush Saga
KW - generative adversarial networks
KW - machine learning, global patterns
KW - markov random fields
KW - procedural content generation
UR - http://www.scopus.com/inward/record.url?scp=85092335267&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85092335267&partnerID=8YFLogxK
U2 - 10.1109/CoG47356.2020.9231944
DO - 10.1109/CoG47356.2020.9231944
M3 - Conference contribution
AN - SCOPUS:85092335267
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
SP - 399
EP - 406
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 -