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 stable structure generation


Utilizing generative adversarial networks for stable structure generation in Angry Birds

AIHub

The popular physics-based puzzle game series Angry Birds has been played and enjoyed by millions of people since its original launch in 2009. However, while the game may seem somewhat simple and straightforward to play, with even very young children being able to quickly grasp its mechanics and strategies, artificial intelligence has so far failed to obtain human-level performance. Along with a lack of knowledge about the game's internal physics engine and imprecise object detection algorithms, one of the core challenges to training better game-playing agents is the limited number and variety of available game levels. The levels in Angry Birds often contain individual structures that are made up of multiple rectangular 2D blocks, such as those shown in figure 1. While a handful of previous structure generators for Angry Birds exist, they often rely on hard-coded design constraints that limit the output diversity.


Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

Abraham, Frederic, Stephenson, Matthew

arXiv.org Artificial Intelligence

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly limited to tile-based representations, this paper explores their suitability for creating stable structures made from multiple smaller blocks. This includes a detailed encoding/decoding process for converting between Angry Birds level descriptions and a suitable grid-based representation, as well as utilizing state-of-the-art GAN architectures and training methods to produce new structure designs. Our results show that GANs can be successfully applied to generate a varied range of complex and stable Angry Birds structures.