Keiki : towards realistic danmaku generation via sequential GANs

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: Keiki : towards realistic danmaku generation via sequential GANs
Συγγραφείς: Wang, Ziqi, Liu, Jialin, Yannakakis, Georgios N., 3rd IEEE Conference on Games
Στοιχεία εκδότη: Institute of Electrical and Electronics Engineers
Έτος έκδοσης: 2021
Συλλογή: University of Malta: OAR@UM / L-Università ta' Malta
Θεματικοί όροι: Machine learning, Level design (Computer science), Computational intelligence, Computer games -- Programming
Περιγραφή: Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus—the bullet hell shooting entity— explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game platform named Keiki, which allows the representation of danmakus as a parametric sequence which, in turn, can model the sequential behaviours of danmakus. We employ three types of generative adversarial networks (GANs) and test Keiki across three metrics designed to quantify the quality of the generated danmakus. The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games. ; peer-reviewed
Τύπος εγγράφου: conference object
Γλώσσα: English
Relation: Wang, Z., Liu, J., & Yannakakis, G. N. (2021). Keiki : towards realistic danmaku generation via sequential GANs. 3rd IEEE Conference on Games, Copenhagen.; https://www.um.edu.mt/library/oar/handle/123456789/80811
Διαθεσιμότητα: https://www.um.edu.mt/library/oar/handle/123456789/80811
Rights: info:eu-repo/semantics/openAccess ; The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.
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  Data: Keiki : towards realistic danmaku generation via sequential GANs
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  Data: <searchLink fieldCode="AR" term="%22Wang%2C+Ziqi%22">Wang, Ziqi</searchLink><br /><searchLink fieldCode="AR" term="%22Liu%2C+Jialin%22">Liu, Jialin</searchLink><br /><searchLink fieldCode="AR" term="%22Yannakakis%2C+Georgios+N%2E%22">Yannakakis, Georgios N.</searchLink><br /><searchLink fieldCode="AR" term="%223rd+IEEE+Conference+on+Games%22">3rd IEEE Conference on Games</searchLink>
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  Data: Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus—the bullet hell shooting entity— explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game platform named Keiki, which allows the representation of danmakus as a parametric sequence which, in turn, can model the sequential behaviours of danmakus. We employ three types of generative adversarial networks (GANs) and test Keiki across three metrics designed to quantify the quality of the generated danmakus. The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games. ; peer-reviewed
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  Data: Wang, Z., Liu, J., & Yannakakis, G. N. (2021). Keiki : towards realistic danmaku generation via sequential GANs. 3rd IEEE Conference on Games, Copenhagen.; https://www.um.edu.mt/library/oar/handle/123456789/80811
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  Data: info:eu-repo/semantics/openAccess ; The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.
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