# Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

arXiv: https://arxiv.org/abs/2309.02614 · HTML: https://mlsanity.com/paper/2309.02614/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 23 of its 48 references that are in the map.
- First posted on arXiv 5 Sep 2023.

## Builds on (most cited first, 23 of 23)

- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Improved Techniques for Training GANs](https://mlsanity.com/paper/1606.03498/) (2016)
- [Improved Training of Wasserstein GANs](https://mlsanity.com/paper/1704.00028/) (2017)
- [Conditional Generative Adversarial Nets](https://mlsanity.com/paper/1411.1784/) (2014)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Unsupervised Anomaly Detection with Generative Adversarial Networks to Guide Marker Discovery](https://mlsanity.com/paper/1703.05921/) (2017)
- [Empirical Evaluation of Rectified Activations in Convolutional Network](https://mlsanity.com/paper/1505.00853/) (2015)
- [Coupled Generative Adversarial Networks](https://mlsanity.com/paper/1606.07536/) (2016)
- [A Review on Generative Adversarial Networks: Algorithms, Theory, and Applications](https://mlsanity.com/paper/2001.06937/) (2020)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [A Survey on Generative Adversarial Networks: Variants, Applications, and Training](https://mlsanity.com/paper/2006.05132/) (2020)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Generative Adversarial Networks for Image and Video Synthesis: Algorithms and Applications](https://mlsanity.com/paper/2008.02793/) (2020)
- [Adversarial Generation of Natural Language](https://mlsanity.com/paper/1705.10929/) (2017)
- [An Introduction to Image Synthesis with Generative Adversarial Nets](https://mlsanity.com/paper/1803.04469/) (2018)
- [DOOM Level Generation using Generative Adversarial Networks](https://mlsanity.com/paper/1804.09154/) (2018)
- [It GAN DO Better: GAN-based Detection of Objects on Images with Varying Quality](https://mlsanity.com/paper/1912.01707/) (2019)
- [Audio Codec Enhancement with Generative Adversarial Networks](https://mlsanity.com/paper/2001.09653/) (2020)
- [DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution](https://mlsanity.com/paper/1705.07386/) (2017)
- [Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolution](https://mlsanity.com/paper/2104.06106/) (2021)
- [Deceptive Level Generation for Angry Birds](https://mlsanity.com/paper/2106.01639/) (2021)
- [Generative adversarial network with object detector discriminator for enhanced defect detection on ultrasonic B-scans](https://mlsanity.com/paper/2106.04281/) (2021)

## Abstract (arXiv)

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly limited to tile-based representations, this paper explores their suitability for creating stable structures made from multiple smaller blocks. This includes a detailed encoding/decoding process for converting between Angry Birds level descriptions and a suitable grid-based representation, as well as utilizing state-of-the-art GAN architectures and training methods to produce new structure designs. Our results show that GANs can be successfully applied to generate a varied range of complex and stable Angry Birds structures.
