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Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

Published 2 years agoVersion 1arXiv:2309.02614

Authors

Frederic Abraham, Matthew Stephenson

Categories

cs.LGcs.AIcs.NE

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.

Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

2 years ago
v1
2 authors

Categories

cs.LGcs.AIcs.NE

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.

Authors

Frederic Abraham, Matthew Stephenson

arXiv ID: 2309.02614
Published Sep 5, 2023

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