Game Character Generation with Generative Adversarial Networks

Ferda Gul Aydin Emekligil, Ilkay Öksüz
{"title":"Game Character Generation with Generative Adversarial Networks","authors":"Ferda Gul Aydin Emekligil, Ilkay Öksüz","doi":"10.1109/SIU55565.2022.9864747","DOIUrl":null,"url":null,"abstract":"Designing visual content and characters for games is a time consuming task even for designers and illustrators with experience. Most of the game companies and developers use procedural methods to automate the design process. The visual content produced by these algorithms is limited in terms of variation. In this paper, we propose to use Generative Adversarial Networks (GANs) for visual content production. Two different rpg and dnd visual image datasets were collected over the internet for training and 6 different GAN models were trained on them. In 3 of 18 experiments, transfer learning methods are used because of the limited datasets. The Frechet Inception Distance metric was used to compare the model results. As a result, SNGAN was the most successful in both datasets. Moreover, the transfer learning method (WGAN-GP, BigGAN) was more successful than the from scratch method.","PeriodicalId":115446,"journal":{"name":"2022 30th Signal Processing and Communications Applications Conference (SIU)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 30th Signal Processing and Communications Applications Conference (SIU)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIU55565.2022.9864747","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Designing visual content and characters for games is a time consuming task even for designers and illustrators with experience. Most of the game companies and developers use procedural methods to automate the design process. The visual content produced by these algorithms is limited in terms of variation. In this paper, we propose to use Generative Adversarial Networks (GANs) for visual content production. Two different rpg and dnd visual image datasets were collected over the internet for training and 6 different GAN models were trained on them. In 3 of 18 experiments, transfer learning methods are used because of the limited datasets. The Frechet Inception Distance metric was used to compare the model results. As a result, SNGAN was the most successful in both datasets. Moreover, the transfer learning method (WGAN-GP, BigGAN) was more successful than the from scratch method.
基于生成对抗网络的游戏角色生成
为游戏设计视觉内容和角色是一项耗时的任务,即使对有经验的设计师和插画师来说也是如此。大多数游戏公司和开发者都使用程序化方法来自动化设计过程。这些算法产生的视觉内容在变化方面是有限的。在本文中,我们建议使用生成对抗网络(gan)来制作视觉内容。在互联网上收集了两个不同的rpg和dnd视觉图像数据集进行训练,并在其上训练了6个不同的GAN模型。由于数据集有限,在18个实验中有3个使用了迁移学习方法。使用Frechet Inception距离度量来比较模型结果。因此,SNGAN在两个数据集中都是最成功的。此外,迁移学习方法(WGAN-GP, BigGAN)比从头开始的方法更成功。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信