谷歌浏览器插件
订阅小程序
在清言上使用

Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks.

Andreas Hald, Jens Struckmann Hansen,Jeppe Kristensen,Paolo Burelli

FDG(2020)

引用 3|浏览0
暂无评分
摘要
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to control the details of the GAN's outputs. While the GANs perform well in approximating the first condition (map shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.
更多
查看译文
关键词
puzzle games,conditional generative adversarial networks,generation,content
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要