Online Game Level Generation from Music

Ziqi Wang, Jialin Liu
7/12/2022
cs.AI

No official code found. Best implementation: SUSTechGameAI/OPARL (4 stars, last commit 2022-08-25).

Abstract

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.

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Code Implementations(1)

This is the repository of the paper "Online Game Level Generation from Music" in CoG 2022

41Shell, PythonJul 26, 20224 years ago
deep-reinforcement-learninggenerative-adversarial-networkprocedural-content-generation

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Cite this paper

@article{wang2022online,
  title  = {Online Game Level Generation from Music},
  author = {Ziqi Wang and Jialin Liu},
  year   = {2022},
  eprint = {2207.05271},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2207.05271v1}
}

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