Game Level Generation from Gameplay Videos

Matthew J. Guzdial, Mark O. Riedl
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引用次数: 67

Abstract

We present an unsupervised process to generate full video game levels from a model trained on gameplay video. The model represents probabilistic relationships between shapes properties, and relates the relationships to stylistic variance within a domain. We utilize the classic platformer game Super Mario Bros. to evaluate this process due to its highly-regarded level design. We evaluate the output in comparison to other data-driven level generation techniques via a user study and demonstrate its ability to produce novel output more stylistically similar to exemplar input.
从游戏视频中生成游戏关卡
我们提出了一个无监督的过程,以生成完整的电子游戏关卡,从一个模型训练的游戏视频。该模型表示形状属性之间的概率关系,并将这种关系与域内的风格差异联系起来。我们利用经典平台游戏《超级马里奥兄弟》来评估这一过程,因为它的关卡设计备受推崇。我们通过用户研究来评估输出与其他数据驱动的关卡生成技术的比较,并证明其产生与范例输入更相似的风格的新颖输出的能力。
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