2020
DOI: 10.1609/aiide.v16i1.7442
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Exploring Level Blending Across Platformers via Paths and Affordances

Abstract: Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training, recent works have increasingly started to explore methods for discovering and generating content in novel domains via techniques such as level blending and domain transfer. In this paper, we build on these works and introduce a new PCGML approach for producing novel game content… Show more

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Cited by 10 publications
(14 citation statements)
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“…Somewhere in the middle, we could have a learned probability table of tile distributions [11]. At the latent end, we could have the weights of a neural network trained on those levels [12] or the latent vector representations of the levels [16], [17].…”
Section: A Knowledge Structurementioning
confidence: 99%
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“…Somewhere in the middle, we could have a learned probability table of tile distributions [11]. At the latent end, we could have the weights of a neural network trained on those levels [12] or the latent vector representations of the levels [16], [17].…”
Section: A Knowledge Structurementioning
confidence: 99%
“…We can think of this as equivalent to the amount of shared information between the input and transformed knowledge, regardless of how that information is represented. As an example, Sarkar et al's approach [17] of learning blended latent representations of several input games has a higher content distance than Snodgrass and Sarkar's approach [14] that generates new levels by combining existing parts of existing game levels using binary space partitioning, which in turn has higher content distance than prior PCGML methods that operated on single-game domains.…”
Section: Transformation Propertiesmentioning
confidence: 99%
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