Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/147264
Title: Path of destruction : learning an iterative level generator using a small dataset
Authors: Siper, Matthew
Khalifa, Ahmed
Togelius, Julian
Keywords: Level design (Computer science)
Machine learning
Neural networks (Computer science)
Video games -- Design
Artificial intelligence
Pattern recognition systems
Issue Date: 2022
Publisher: IEEE
Citation: Siper, M., Khalifa, A., & Togelius, J. (2022, December). Path of destruction: Learning an iterative level generator using a small dataset. 2022 IEEE Symposium Series on Computational Intelligence (SSCI), Singapore. 337-343.
Abstract: We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level. The first step is to generate an artificial dataset from the original set of levels by introducing many different sequences of mutations to existing levels. In the generated dataset, features are observations of destroyed levels and targets are the specific actions that repair the mutated tile in the middle of the observations. Using this dataset, a convolutional network is trained to map from observations to their respective appropriate repair actions. The trained network is then used to iteratively produce levels from random starting maps. We demonstrate this method by applying it to generate unique and playable tile-based levels for several 2D games (Zelda, Danger Dave, and Sokoban) and vary key hyperparameters.
URI: https://www.um.edu.mt/library/oar/handle/123456789/147264
Appears in Collections:Scholarly Works - InsDG

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