Search Results for author: Anurag Sarkar

Found 12 papers, 0 papers with code

Procedural Content Generation via Knowledge Transformation (PCG-KT)

no code implementations1 May 2023 Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another.

Transfer Learning

tile2tile: Learning Game Filters for Platformer Style Transfer

no code implementations15 Aug 2022 Anurag Sarkar, Seth Cooper

We present tile2tile, an approach for style transfer between levels of tile-based platformer games.

Style Transfer

Latent Combinational Game Design

no code implementations28 Jun 2022 Anurag Sarkar, Seth Cooper

This enables generating new games that blend the input games as well as controlling the relative proportions of each game in the blend.

Procedural Content Generation using Behavior Trees (PCGBT)

no code implementations24 Jun 2021 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.

Dungeon and Platformer Level Blending and Generation using Conditional VAEs

no code implementations17 Jun 2021 Anurag Sarkar, Seth Cooper

Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games.

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

no code implementations24 Feb 2021 Anurag Sarkar, Seth Cooper

We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games.

Conditional Level Generation and Game Blending

no code implementations13 Oct 2020 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.

Exploring Level Blending across Platformers via Paths and Affordances

no code implementations22 Aug 2020 Anurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, Joseph Osborn

Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content.

Towards Game Design via Creative Machine Learning (GDCML)

no code implementations25 Jul 2020 Anurag Sarkar, Seth Cooper

In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks.

BIG-bench Machine Learning Music Generation +1

Sequential Segment-based Level Generation and Blending using Variational Autoencoders

no code implementations17 Jul 2020 Anurag Sarkar, Seth Cooper

In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments.

Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders

no code implementations17 Jun 2020 Sam Snodgrass, Anurag Sarkar

In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains.

Controllable Level Blending between Games using Variational Autoencoders

no code implementations27 Feb 2020 Anurag Sarkar, Zhihan Yang, Seth Cooper

We then use this space to generate level segments that combine properties of levels from both games.

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