在《超级马里奥兄弟》关卡生成中使用无条件扩散模型

Hyeon Joon Lee, E. Simo-Serra
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引用次数: 0

摘要

本研究介绍了一种基于UNet架构的扩散模型在标志性电子游戏《超级马里奥兄弟》中生成关卡的新方法。该模型基于现有关卡进行训练,呈现为分类分布,以准确捕捉游戏的基本机制和设计原则。所提出的方法在制作高质量和多样化的关卡方面取得了显著的成功,其中很大一部分是由人工代理可玩的。本研究强调了扩散模型作为程序内容生成的有效工具的潜力,并强调了它们对新视频游戏开发和通过生成内容增强现有游戏的潜在影响。
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Using Unconditional Diffusion Models in Level Generation for Super Mario Bros
This study introduces a novel methodology for generating levels in the iconic video game Super Mario Bros. using a diffusion model based on a UNet architecture. The model is trained on existing levels, represented as a categorical distribution, to accurately capture the game’s fundamental mechanics and design principles. The proposed approach demonstrates notable success in producing high-quality and diverse levels, with a significant proportion being playable by an artificial agent. This research emphasizes the potential of diffusion models as an efficient tool for procedural content generation and highlights their potential impact on the development of new video games and the enhancement of existing games through generated content.
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