In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming. Hence, though a large number of video games exist, annotated datasets are curated only for a small handful. Thus current PLGML techniques have been explored in limited domains, with Super Mario Bros. as the most common example. To address this problem, we present tile embeddings, a unified, affordance-rich representation for tile-based 2D games. To learn this embedding, we employ autoencoders trained on the visual and semantic information of tiles from a set of existing, human-annotated games. We evaluate this representation on its ability to predict affordances for unseen tiles, and to serve as a PLGML representation for annotated and unannotated games.
CITATION STYLE
Jadhav, M., & Guzdial, M. (2021). Tile Embedding: A General Representation for Level Generation. In 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021 (pp. 34–41). Association for the Advancement of Artificial Intelligence. https://doi.org/10.1609/aiide.v17i1.18888
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