Related papers: GAN-Based Content Generation of Maps for Strategy …
Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…
Blindness and visual impairments affect many people worldwide. For help with navigation, people with visual impairments often rely on tactile maps that utilize raised surfaces and edges to convey information through touch. Although these…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
Generative Adversarial Networks (GANs) are a recent advancement in unsupervised machine learning. They are a cat-and-mouse game between two neural networks: [1] a discriminator network which learns to validate whether a sample is real or…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…
Generative Adversarial Networks have been crucial in the developments made in unsupervised learning in recent times. Exemplars of image synthesis from text or other images, these networks have shown remarkable improvements over conventional…
Although Generative Adversarial Networks (GANs) have shown remarkable success in various tasks, they still face challenges in generating high quality images. In this paper, we propose Stacked Generative Adversarial Networks (StackGAN)…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we…
Sampling-based path planning is a popular methodology for robot path planning. With a uniform sampling strategy to explore the state space, a feasible path can be found without the complex geometric modeling of the configuration space.…
Generative Adversarial Networks (GANs) have obtained extraordinary success in the generation of realistic images, a domain where a lower pixel-level accuracy is acceptable. We study the problem, not yet tackled in the literature, of…
Generative Adversarial Networks are used for generating the data using a generator and a discriminator, GANs usually produce high-quality images, but training GANs in an adversarial setting is a difficult task. GANs require high computation…
In this paper, we demonstrated a practical application of realistic river image generation using deep learning. Specifically, we explored a generative adversarial network (GAN) model capable of generating high-resolution and realistic river…
The generative adversarial network (GAN) framework has emerged as a powerful tool for various image and video synthesis tasks, allowing the synthesis of visual content in an unconditional or input-conditional manner. It has enabled the…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
The Generative Adversarial Network (GAN) has achieved great success in generating realistic (real-valued) synthetic data. However, convergence issues and difficulties dealing with discrete data hinder the applicability of GAN to text. We…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
Traditional online map tiles, widely used on the Internet such as Google Map and Baidu Map, are rendered from vector data. Timely updating online map tiles from vector data, of which the generating is time-consuming, is a difficult mission.…
This paper describes and evaluates the use of Generative Adversarial Networks (GANs) for path planning in support of smart mobility applications such as indoor and outdoor navigation applications, individualized wayfinding for people with…