Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.

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Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2024-11-15
DOI
https://doi.org/10.1609/aiide.v20i1.31875
Citations
1
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.35
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article

Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

Seth Cooper, Mahsa Bazzaz
1 citations
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Artificial Intelligence in Games
0.35
article

Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

Seth Cooper, Mahsa Bazzaz
article en
1 citations

Abstract

Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 20(1)
Universidad del Noreste (MX)
Reduced inequalities
Openalex Percentile: Top 32%
Artificial Intelligence in Games
0.35
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Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models — Seth Cooper, Mahsa Bazzaz · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2024) | TGRS Research Map | TGRS