Online Game Level Generation from Music
Not on the map. Why?
Abstract (arXiv)
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 15 of its 36 references that are in the map. First posted on arXiv 12 Jul 2022.
Builds on
15 of 36 references.
References · 15
- 2018Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actorcited by 4,635
- 2015Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networkscited by 2,048
- 2016OpenAI Gymcited by 1,684
- 2018Soft Actor-Critic Algorithms and Applicationscited by 1,179
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
- 2020Deep Learning for Procedural Content Generationcited by 73
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2021Learning Controllable Content Generatorscited by 40
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2017Dance Dance Convolutioncited by 12
Built on by
Citing papers per year: 2022: 1; 2023: 0; 2024: 1.
2 papers.