Visual Recognition for ZELDA Content Generation via Generative Adversarial Network

Fouzia Usman, S. Anwar, Usman Rauf
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Abstract

In video games, procedural content generation has a strong history. Current procedural content generation strategies, such as search-based, solver-based, rule-based, and language-based techniques, have been used to create levels, maps, character models, and surfaces in games. There has been a research area dedicated to game content generation. More recently, Generative tasks have been in charge of a wide range of content creations that are relevant to games. Although some front-line Generative Adversarial Networks (GANs) are used independently, others are used in conjunction with more traditional techniques or an intel-ligent environment. GANs model suffers from a problem known as mode collapse where duplicate content is generated. In this ar-ticle, we have applied a simple Generative Adversarial Network, Deep convolutional Generative Adversarial Network(DCGAN), and Wasserstein Generative Adversarial Network(WGAN) to the ZELDA data set for levels of content generation and conclude the results of the basis of visual recognition. Results show that WGAN generates visually good content.
基于生成对抗网络的ZELDA内容生成视觉识别
在电子游戏中,程序内容生成有着悠久的历史。当前的程序内容生成策略,如基于搜索、基于解算器、基于规则和基于语言的技术,已被用于创建游戏中的关卡、地图、角色模型和表面。有一个专门研究游戏内容生成的领域。最近,生成任务负责与游戏相关的广泛内容创作。虽然一些前线生成对抗网络(gan)是独立使用的,但其他的是与更传统的技术或智能环境结合使用的。gan模型存在模式崩溃问题,即生成重复内容。在本文中,我们将简单的生成对抗网络,深度卷积生成对抗网络(DCGAN)和Wasserstein生成对抗网络(WGAN)应用于ZELDA数据集的内容生成级别,并总结了视觉识别基础的结果。结果表明,WGAN生成的内容具有良好的视觉效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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