mlsanityData to 14 Oct 2026

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

arXiv 2410.23108 ↗First posted 30 Oct 2024cs.LG cs.AIcited by 1

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Abstract (arXiv)

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.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 9 of its 17 references that are in the map. First posted on arXiv 30 Oct 2024.

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9 of 17 references.

References · 9

  1. 2014Conditional Generative Adversarial Netscited by 2,162
  2. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  3. 2016The VGLC: The Video Game Level Corpuscited by 41
  4. 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
  5. 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
  6. 2020TOAD-GAN: Coherent Style Level Generation from a Single Examplecited by 22
  7. 2018DOOM Level Generation using Generative Adversarial Networkscited by 15
  8. 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
  9. 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3

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