Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds
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.
Keywords
Cite
@article{arxiv.2309.02614,
title = {Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds},
author = {Frederic Abraham and Matthew Stephenson},
journal= {arXiv preprint arXiv:2309.02614},
year = {2023}
}
Comments
11 pages, 10 figures, 2 tables, Accepted at the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 23)