Automatic generation of graphical game assets using GAN

Rafal Karp, Zaneta Swiderska-Chadaj
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引用次数: 4

Abstract

This paper presents an application of the Generative Adversarial Networks (GAN) approach to automatically generate realistic-looking fantasy and science fiction game icons. In this study, we explored ways to avoid the manual drawing of graphics, instead producing synthetic images indistinguishable from artist-made ones. We developed the method based on multiple experiments and commonly known GAN improvement techniques. To enhance the training process an altered version of the Adaptive Discriminator Augmentation was used. Achieved results were measured by Fretchet Inception Distance (FID) metric. As realism is a subjective metric, a visual evaluation was performed, where a group of 50 observers assessed a mix of generated and original (drawn) images in order to recognize how many of the generated images are indistinguishable from the human-created ones. As a result 69% of generated icons were perceived as ‘real' ones, in comparison to 70% for drawn images. These outcomes clearly indicate that generated illustrations can be of high quality and be indistinguishable from drawn graphics. The developed solution enables users to significantly decrease costs of asset creation in commercial projects, and could even potentially empower designers to produce more distinguished and unique experiences for each player thanks to a vast amount of generated graphics.
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使用GAN自动生成图形游戏资产
本文介绍了生成对抗网络(GAN)方法的应用,用于自动生成逼真的幻想和科幻游戏图标。在这项研究中,我们探索了避免手工绘制图形的方法,而是生成与艺术家制作的图像难以区分的合成图像。我们基于多次实验和已知的GAN改进技术开发了该方法。为了增强训练过程,使用了一种改进版本的自适应鉴别器增强。通过Fretchet Inception Distance (FID)度量来测量获得的结果。由于真实感是一种主观衡量标准,因此我们进行了一项视觉评估,由50名观察者组成的小组评估了生成的和原始(绘制)图像的混合,以识别生成的图像中有多少与人类创造的图像无法区分。结果,69%的生成图标被认为是“真实的”图标,而绘制图像的这一比例为70%。这些结果清楚地表明,生成的插图可以是高质量的,并且与绘制的图形难以区分。开发的解决方案使用户能够显著降低商业项目中的资产创造成本,甚至可以让设计师为每个玩家创造更独特的体验,这要归功于大量生成的图像。
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