Related papers: Lode Enhancer: Level Co-creation Through Scaling
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which are trained on sets of Lode Runner levels. When fed with the…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final level, such as challenge. There has been…
Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are…
We introduce a novel deep-learning architecture for image upscaling by large factors (e.g. 4x, 8x) based on examples of pristine high-resolution images. Our target is to reconstruct high-resolution images from their downscale versions. The…
Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
The increasing complexity of content rendering in modern games has led to a problematic growth in the workload of the GPU. In this paper, we propose an AI-based low-complexity scaler (LCS) inspired by state-of-the-art efficient…
Deep features have been proven powerful in building accurate dense semantic correspondences in various previous works. However, the multi-scale and pyramidal hierarchy of convolutional neural networks has not been well studied to learn…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Designers craft and edit graphic designs in a layer representation, but layer-based editing becomes impossible once composited into a raster image. In this work, we propose LayerD, a method to decompose raster graphic designs into layers…
Rendering an accurate image of an isosurface in a volumetric field typically requires large numbers of data samples. Reducing the number of required samples lies at the core of research in volume rendering. With the advent of deep learning…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
This paper proposes a novel deep subspace clustering approach which uses convolutional autoencoders to transform input images into new representations lying on a union of linear subspaces. The first contribution of our work is to insert…