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A deep generative approach to personalized super mario level design.
Deniz Baharvand1, Nima Saeedi1, Sina Samadi Gharehveran1
1Department of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran.
Generative adversarial networks (GANs) can create personalized game levels matching player skill. ResNet-GAN and U-Net GAN architectures offer the best balance for adaptive procedural content generation.
Area of Science:
- Computer Science
- Artificial Intelligence
- Game Development
Background:
- Procedural content generation (PCG) faces challenges in matching game level difficulty to player skill, impacting engagement.
- Deep generative models, particularly Generative Adversarial Networks (GANs), offer potential for automated, scalable level synthesis.
- The effectiveness of different GAN architectures for skill-conditioned and personalized level generation requires further investigation.
Purpose of the Study:
- To investigate and compare the effectiveness of five GAN architectures for skill-conditioned procedural content generation.
- To evaluate GANs' ability to generate personalized game levels tailored to individual player skill levels.
- To identify optimal GAN architectures for balancing level diversity, playability, and training stability in adaptive PCG.
Main Methods:
- Utilized five GAN architectures: U-Net GAN, StyleGAN, Deep Convolutional GAN (DCGAN), ResNet-GAN, and Spectral Normalization GAN (SN-GAN).
- Employed Spectral Clustering to group player behavior into distinct skill levels, using these labels as conditioning signals for GANs.
- Evaluated models using quantitative metrics: tile distribution entropy, diversity score, discriminator accuracy, generation speed, and pairwise Hamming distance.
Main Results:
- Generated levels adapted to increasing player skill, showing fewer deaths and shorter completion times.
- Higher player skill levels encouraged more complex in-game interactions.
- ResNet-based and U-Net-style GANs demonstrated the best performance regarding diversity, playability, and training stability.
- Spectral clustering effectively enabled skill-conditioning for personalized level generation.
Conclusions:
- GANs, particularly ResNet and U-Net variants, are effective for skill-conditioned procedural content generation.
- The proposed spectral clustering approach successfully generates personalized game levels aligned with player abilities.
- This research supports the advancement of adaptive procedural content generation systems for enhanced player engagement.
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