DOOM Level Generation using Generative Adversarial Networks

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Giacomello, Edoardo, Lanzi, Pier Luca, Loiacono, Daniele
Format: Preprint
Veröffentlicht: 2018
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866908965252628480
author Giacomello, Edoardo
Lanzi, Pier Luca
Loiacono, Daniele
author_facet Giacomello, Edoardo
Lanzi, Pier Luca
Loiacono, Daniele
contents We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.
format Preprint
id arxiv_https___arxiv_org_abs_1804_09154
institution arXiv
publishDate 2018
record_format arxiv
spellingShingle DOOM Level Generation using Generative Adversarial Networks
Giacomello, Edoardo
Lanzi, Pier Luca
Loiacono, Daniele
Machine Learning
Human-Computer Interaction
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.
title DOOM Level Generation using Generative Adversarial Networks
topic Machine Learning
Human-Computer Interaction
url https://arxiv.org/abs/1804.09154