Study on Stages Evaluation for 2D Action Game Generated by DC-GAN Based on Artificial Intelligence

Kotaro Nagahiro, Sho Ooi, Mutsuo Sano
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Abstract

Recently, research on generative adversarial networks (GANs) in deep learning has advanced rapidly. For instance, in the field of image recognition, using a GAN, the number of training data was increased. GAN have also been used to create new similar images using training images, which can help designers such as car designer, character designer, game designer and more. We have been researching a method to automatically generate a game stage based on a dot-picture using GAN. So far, we have been studying game stage generation using GAN. In this study, we consider an evaluation method for generated game stages. Specifically, we consider using the A * search algorithm to evaluate the playability of the generated game stage from the number of jumps and the clear time. As a result, the jumping count of an automatically player using the A * algorithm was 17 times for the original stage, 12 times for stage No.1, 16 times for stage No.2, and 18 times for stage No.3. Next, the clear time was 9 seconds for the original stage, 8 seconds for stage No.1, 10 seconds for stage No.2, and 11 seconds for stage No.3. In other words, we suggest stage No.1 is simpler than the original stage, and stage 2 and stage 3 are a little more difficult than the original stage.
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基于人工智能的DC-GAN生成2D动作游戏的阶段评估研究
近年来,深度学习中生成对抗网络(GANs)的研究进展迅速。例如,在图像识别领域,使用GAN增加了训练数据的数量。GAN还被用于使用训练图像创建新的类似图像,这可以帮助设计师,如汽车设计师,角色设计师,游戏设计师等。我们一直在研究一种基于GAN的基于点图的自动生成游戏阶段的方法。到目前为止,我们一直在研究使用GAN生成游戏阶段。在本研究中,我们考虑了生成博弈阶段的评估方法。具体来说,我们考虑使用A *搜索算法从跳跃次数和清除时间来评估生成的游戏阶段的可玩性。因此,使用a *算法的自动选手在原阶段的跳跃次数为17次,在第1阶段为12次,在第2阶段为16次,在第3阶段为18次。接下来,原赛段的清净时间为9秒,第一赛段为8秒,第二赛段为10秒,第三赛段为11秒。换句话说,我们建议第1阶段比原阶段简单,第2阶段和第3阶段比原阶段困难一些。
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