Proceedings of the 2020 Genetic and Evolutionary Computation Conference 2020
DOI: 10.1145/3377930.3389821
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Interactive evolution and exploration within latent level-design space of generative adversarial networks

Abstract: Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable Evolution (LVE) has recently been applied to game levels. However, it is hard for objective scores to capture level features that are appealing to players. Therefore, this paper introduces a tool for interactive LVE of tile-based levels for games. The tool also allows for direct… Show more

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Cited by 54 publications
(47 citation statements)
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“… Schrum et al (2020) extended this work with a focus on providing a set of design tools that would give level designers a greater level of control over the finished levels. They again used a GAN to generate a latent space, from where level segments can be drawn.…”
Section: Discussionmentioning
confidence: 99%
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“… Schrum et al (2020) extended this work with a focus on providing a set of design tools that would give level designers a greater level of control over the finished levels. They again used a GAN to generate a latent space, from where level segments can be drawn.…”
Section: Discussionmentioning
confidence: 99%
“…The authors note the fast speed of level generation and suggest that the levels could be generated on the fly, dynamically adapting to playstyle, difficulty, or designer input. Schrum et al (2020) extended this work with a focus on providing a set of design tools that would give level designers a greater level of control over the finished levels. They again used a GAN to generate a latent space, from where level segments can be drawn.…”
Section: Game Designmentioning
confidence: 99%
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“…We can think of a GAN transforming the patient data to an alternative state, after which the evolutionary algorithms would optimize this new state in a continuous fashion, as new data about the patient becomes available. Immediately after writing this, a quick search confirms the combination can have impressive results, either in optimizing the evolutionary process (He et al, 2020), exploring the latent space (Schrum et al, 2020), or expanding the information received by the discriminator (Mu et al, 2020).…”
Section: Evolving the Patientsmentioning
confidence: 99%
“…However, evaluation functions come in all shapes and sizes, and they are all valid with their own set of ups and dows. For instance, they might come from game design concepts such as design patterns [86] or game level metrics [45], or from aesthetic indicators such as symmetry [44], or subjective evaluation from users [87], or even continuously adapting the One of the challenges of generating games [and game content], is that it requires them to be enjoyable and interacted as discussed in the previous section. evaluation based on gameplay [43] or to the designer's preferences [47].…”
Section: Search-based Approachmentioning
confidence: 99%