2019
DOI: 10.48550/arxiv.1910.01603
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

Bootstrapping Conditional GANs for Video Game Level Generation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3

Citation Types

1
2
0

Year Published

2020
2020
2020
2020

Publication Types

Select...
2
1

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(3 citation statements)
references
References 0 publications
1
2
0
Order By: Relevance
“…With TOAD-GAN, we take this problem to the extreme regime of learning from only one single training level. Similar to other recent publications (Volz et al 2018;Torrado et al 2019;Volz et al 2020), TOAD-GAN is based on the GAN architecture.…”
Section: Methodssupporting
confidence: 54%
See 1 more Smart Citation
“…With TOAD-GAN, we take this problem to the extreme regime of learning from only one single training level. Similar to other recent publications (Volz et al 2018;Torrado et al 2019;Volz et al 2020), TOAD-GAN is based on the GAN architecture.…”
Section: Methodssupporting
confidence: 54%
“…Limited training data is one of the key problems of PCGML algorithms (Torrado et al 2019;Bontrager and Togelius 2020). Therefore, the goal of our work is the generation of new levels for SMB from very little training data.…”
Section: Methodsmentioning
confidence: 99%
“…We extend this evaluation to several adaptations discussed in Section III. We apply two popular PCGML techniques, namely Markov Random Fields (MRF) [7] and Generative Adversarial Networks (GAN) [11], [18], [29] to CCS level generation. As argued in Section II-A, CCS levels exhibit several patterns at different scales.…”
Section: Methodsmentioning
confidence: 99%