Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder

02/24/2021
by   Anurag Sarkar, et al.
11

Several recent works have demonstrated the use of variational autoencoders (VAEs) for both generating levels in the style of existing games as well as blending levels across different games. Additionally, quality-diversity (QD) algorithms have also become popular for generating varied game content by using evolution to explore a search space while focusing on both variety and quality. In order to reap the benefits of both these approaches, we present a level generation and game blending approach that combines the use of VAEs and QD algorithms. Specifically, we train VAEs on game levels and then run the MAP-Elites QD algorithm using the learned latent space of the VAE as the search space. The latent space captures the properties of the games whose levels we want to generate and blend, while MAP-Elites searches this latent space to find a diverse set of levels optimizing a given objective such as playability. We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games. Our results show that using MAP-Elites in conjunction with VAEs enables the generation of a diverse set of playable levels not just for each individual game but also for the blended domain while illuminating game-specific regions of the blended latent space.

READ FULL TEXT

page 6

page 7

page 8

page 9

page 10

page 11

research
02/27/2020

Controllable Level Blending between Games using Variational Autoencoders

Previous work explored blending levels from existing games to create lev...
research
06/28/2022

Latent Combinational Game Design

We present an approach for generating playable games that blend a given ...
research
05/10/2021

Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search

We consider multi-solution optimization and generative models for the ge...
research
06/12/2018

Talakat: Bullet Hell Generation through Constrained Map-Elites

We describe a search-based approach to generating new levels for bullet ...
research
06/17/2020

Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

Procedural content generation via machine learning (PCGML) has demonstra...
research
07/11/2020

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

Recent developments in machine learning techniques have allowed automati...
research
07/28/2023

Defocus Blur Synthesis and Deblurring via Interpolation and Extrapolation in Latent Space

Though modern microscopes have an autofocusing system to ensure optimal ...

Please sign up or login with your details

Forgot password? Click here to reset