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Main Authors: Bazzaz, Mahsa, Cooper, Seth
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2410.23108
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author Bazzaz, Mahsa
Cooper, Seth
author_facet Bazzaz, Mahsa
Cooper, Seth
contents Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.
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id arxiv_https___arxiv_org_abs_2410_23108
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models
Bazzaz, Mahsa
Cooper, Seth
Machine Learning
Artificial Intelligence
Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.
title Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models
topic Machine Learning
Artificial Intelligence
url https://arxiv.org/abs/2410.23108