DOOM Level Generation using Generative Adversarial Networks

April 24, 2018 ยท Declared Dead ยท ๐Ÿ› IEEE Games Entertainment Media Conference

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Authors Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono arXiv ID 1804.09154 Category cs.LG: Machine Learning Cross-listed cs.HC, stat.ML Citations 61 Venue IEEE Games Entertainment Media Conference Last Checked 5 months ago
Abstract
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.
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