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Dungeon and Platformer Level Blending and Generation using Conditional VAEs

2021 IEEE CONFERENCE ON GAMES (COG)(2021)

Cited 8|Views5
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Abstract
Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVAEs) were recently shown capable of generating output that can be modified using labels specifying desired content, albeit working with segments of levels and platformers exclusively. We expand these works by using CVAEs for generating whole platformer and dungeon levels, and blending levels across these genres. We show that CVAEs can reliably control door placement in dungeons and progression direction in platformer levels. Thus, by using appropriate labels, our approach can generate whole dungeons and platformer levels of interconnected rooms and segments respectively as well as levels that blend dungeons and platformers. We demonstrate our approach using The Legend of Zelda, Metroid, Mega Man and Lode Runner.
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Key words
PCGML, variational autoencoder, level generation, game blending
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