Keiki: Towards Realistic Danmaku Generation via Sequential GANs
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Abstract (arXiv)
Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus -- the bullet hell shooting entity -- explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game platform named Keiki, which allows the representation of danmakus as a parametric sequence which, in turn, can model the sequential behaviours of danmakus. We employ three types of generative adversarial networks (GANs) and test Keiki across three metrics designed to quantify the quality of the generated danmakus. The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games.
Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 11 of its 20 references that are in the map. First posted on arXiv 7 Jul 2021.
Builds on
11 of 20 references.
References · 11
- 2015Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networkscited by 2,054
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
- 2016C-RNN-GAN: Continuous recurrent neural networks with adversarial trainingcited by 132
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2020Deep Learning for Procedural Content Generationcited by 73
- 2019Increasing Generality in Machine Learning through Procedural Content Generationcited by 59
- 2017Learning Texture Manifolds with the Periodic Spatial GANcited by 53
- 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
- 2020Efficient Generation of Structured Objects with Constrained Adversarial Networkscited by 27
- 2018Talakat: Bullet Hell Generation through Constrained Map-Elitescited by 26
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
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Citing papers per year: 2023: 1; 2024: 1.
2 papers.
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023