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arXiv 1804.09154cs.LGcs.HCstat.ML
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使用生成对抗网络进行DOOM关卡生成

DOOM Level Generation using Generative Adversarial Networks

Dipartimento di Elettronica, Informazione e Bioinformatica(电子信息与生物信息学院)

Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono

AI总结:

本文利用GANs从人类设计的DOOM关卡中学习模型,通过提取拓扑特征和图像数据生成新关卡,并验证结合拓扑特征的GAN能生成更接近人类设计的关卡。

摘要:

我们应用生成对抗网络(GANs)从人类设计的DOOM关卡内容中学习关卡模型。最初,我们分析了关卡并提取了若干拓扑特征。然后,对于每个关卡,我们提取了一组图像,识别占据区域、高度图、墙壁和游戏物体位置。我们训练了两个GANs:一个使用纯关卡图像,另一个使用图像和初步分析中提取的一些特征。我们使用这两个网络生成新关卡,并将结果进行比较,以评估训练时结合拓扑特征的网络能否生成更接近人类设计的关卡。我们的结果表明,GANs能够捕捉DOOM关卡的内在结构,并似乎在第一人称射击游戏中关卡生成方面具有前景。

英文摘要:

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 identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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