Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

Frederic Abraham, Matthew Stephenson
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Abstract

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly limited to tile-based representations, this paper explores their suitability for creating stable structures made from multiple smaller blocks. This includes a detailed encoding/decoding process for converting between Angry Birds level descriptions and a suitable grid-based representation, as well as utilizing state-of-the-art GAN architectures and training methods to produce new structure designs. Our results show that GANs can be successfully applied to generate a varied range of complex and stable Angry Birds structures.
基于生成对抗网络的愤怒的小鸟稳定结构生成
本文研究了使用生成对抗网络(GANs)为基于物理的益智游戏《愤怒的小鸟》生成稳定结构的适用性。虽然以前gan在关卡生成中的应用主要局限于基于瓷砖的表示,但本文探讨了它们在由多个小块组成的稳定结构中的适用性。这包括一个详细的编码/解码过程,用于在愤怒的小鸟关卡描述和合适的基于网格的表示之间进行转换,以及利用最先进的GAN架构和训练方法来产生新的结构设计。我们的研究结果表明,gan可以成功地应用于生成各种复杂而稳定的愤怒的小鸟结构。
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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