Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

Frederic Abraham, Matthew Stephenson

Research output: Contribution to journalConference articlepeer-review

Abstract

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly limited to tile-based representations, this paper explores their suitability for creating stable structures made from multiple smaller blocks. This includes a detailed encoding/decoding process for converting between Angry Birds level descriptions and a suitable grid-based representation, as well as utilizing state-of-the-art GAN architectures and training methods to produce new structure designs. Our results show that GANs can be successfully applied to generate a varied range of complex and stable Angry Birds structures.

Original languageEnglish
Pages (from-to)2-12
Number of pages11
JournalProceedings - AAAI Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE
Volume19
Issue number1
DOIs
Publication statusPublished - 6 Oct 2023
Event19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2023 - Salt Lake City, United States
Duration: 8 Oct 202312 Oct 2023

Keywords

  • Procedural Content Generation
  • Angry Birds
  • Generative Adversarial Networks

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