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Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

Bazzaz, Mahsa, Cooper, Seth

arXiv.org 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.


Game Level Blending using a Learned Level Representation

Atmakuri, Venkata Sai Revanth, Cooper, Seth, Guzdial, Matthew

arXiv.org Artificial Intelligence

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years. However, many existing techniques rely on human-annotated level representations, which limits game level blending to a limited number of annotated games. Even with annotated games, researchers often need to author an additional shared representation to make blending possible. In this paper, we present a novel approach to game level blending that employs Clustering-based Tile Embeddings (CTE), a learned level representation technique that can serve as a level representation for unannotated games and a unified level representation across games without the need for human annotation. CTE represents game level tiles as a continuous vector representation, unifying their visual, contextual, and behavioral information. We apply this approach to two classic Nintendo games, Lode Runner and The Legend of Zelda. We run an evaluation comparing the CTE representation to a common, human-annotated representation in the blending task and find that CTE has comparable or better performance without the need for human annotation.


Joint Level Generation and Translation Using Gameplay Videos

Mirgati, Negar, Guzdial, Matthew

arXiv.org Artificial Intelligence

Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level generation via machine learning require a secondary representation besides level images. However, the current methods for obtaining such representations are laborious and time-consuming, which contributes to this problem. In this work, we aim to address this problem by utilizing gameplay videos of two human-annotated games to develop a novel multi-tail framework that learns to perform simultaneous level translation and generation. The translation tail of our framework can convert gameplay video frames to an equivalent secondary representation, while its generation tail can produce novel level segments. Evaluation results and comparisons between our framework and baselines suggest that combining the level generation and translation tasks can lead to an overall improved performance regarding both tasks. This represents a possible solution to limited annotated level data, and we demonstrate the potential for future versions to generalize to unseen games.


Level Assembly as a Markov Decision Process

Biemer, Colan F., Cooper, Seth

arXiv.org Artificial Intelligence

Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to get to more challenging levels. This can be addressed by building levels based on the player's performance and preferences. In this work, we formulate the problem of generating levels for a player as a Markov Decision Process (MDP) and use adaptive dynamic programming (ADP) to solve the MDP before assembling a level. We tested with two case studies and found that using an ADP outperforms two baselines. Furthermore, we experimented with player proxies and switched them in the middle of play, and we show that a simple modification prior to running ADP results in quick adaptation. By using ADP, which searches the entire MDP, we produce a dynamic progression of levels that adapts to the player.


On Linking Level Segments

Biemer, Colan, Cooper, Seth

arXiv.org Artificial Intelligence

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. Additionally, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer's needs.


Online Game Level Generation from Music

Wang, Ziqi, Liu, Jialin

arXiv.org Artificial Intelligence

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.


Controllable Level Blending between Games using Variational Autoencoders

Sarkar, Anurag, Yang, Zhihan, Cooper, Seth

arXiv.org Artificial Intelligence

Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are artificial neural networks that learn and use latent representations of datasets to generate novel outputs. We train a VAE on level data from Super Mario Bros. and Kid Icarus, enabling it to capture the latent space spanning both games. We then use this space to generate level segments that combine properties of levels from both games. Moreover, by applying evolutionary search in the latent space, we evolve level segments satisfying specific constraints. We argue that these affordances make the VAE-based approach especially suitable for co-creative level design and compare its performance with similar generative models like the GAN and the VAE-GAN.


Polymorph: A Model for Dynamic Level Generation

Jennings-Teats, Martin (University of California, Santa Cruz) | Smith, Gillian (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)

AAAI Conferences

Players begin games at different skill levels and develop their skill at different rates—so that even the best-designed games are uninterestingly easy for some players and frustratingly difficult for others. A proposed answer to this challenge is Dynamic Difficulty Adjustment (DDA), a general category of approaches that alter games during play, in response to player performance. However, nearly all these techniques are focused on basic parameter tweaking, while the difficulty of many games is connected to aspects that are more challenging to adjust dynamically, such as level design. Further, most DDA techniques are based on designer intuition, which may not reflect actual play patterns. Responding to these challenges, we have created Polymorph, which employs techniques from level generation and machine learning to understand level difficulty and player skill, dynamically constructing levels for a 2D platformer game with continually-appropriate challenge. We present the results of the user study on which Polymorph's model of level difficulty is based, as well as a discussion of the unique features of the model. We believe Polymorph creates a play experience that is unique because the changes are both personalized and structural, while also providing an example of a new application of machine learning to aid game design.