most citedControllable Level Blending between Games using Variational Autoencoders

22 citations · 40 across the 7 of their papers we have counts for

collaborators

10 papers

cs.AI20211 cited

Procedural Content Generation using Behavior Trees (PCGBT)

Anurag Sarkar, Seth Cooper

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game play…

cs.LG2021

Dungeon and Platformer Level Blending and Generation using Conditional VAEs

Anurag Sarkar, Seth Cooper

Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVA…

cs.LG2021

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder

Anurag Sarkar, Seth Cooper

Several works have demonstrated the use of variational autoencoders (VAEs) for generating levels in the style of existing games and blending levels across different games. Further,…

cs.LG2020

Conditional Level Generation and Game Blending

Anurag Sarkar, Zhihan Yang, Seth Cooper

Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on…

cs.LG20204 cited

Game Level Clustering and Generation using Gaussian Mixture VAEs

Zhihan Yang, Anurag Sarkar, Seth Cooper

Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attri…

cs.LG20206 cited

Exploring Level Blending across Platformers via Paths and Affordances

Anurag Sarkar, Adam Summerville, Sam Snodgrass +2

Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new con…