Abstract
The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games.
Original language | English |
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Title of host publication | Proceedings of the 2021 IEEE Conference on Games, CoG 2021 |
Publisher | IEEE Computer Society |
Number of pages | 4 |
ISBN (Electronic) | 9781665438865 |
DOIs | |
Publication status | Published - 2021 |
Externally published | Yes |
Event | 2021 IEEE Conference on Games, CoG 2021 - Copenhagen, Denmark Duration: 17 Aug 2021 → 20 Aug 2021 |
Publication series
Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
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Volume | 2021-August |
ISSN (Print) | 2325-4270 |
ISSN (Electronic) | 2325-4289 |
Conference
Conference | 2021 IEEE Conference on Games, CoG 2021 |
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Country/Territory | Denmark |
City | Copenhagen |
Period | 17/08/21 → 20/08/21 |
Bibliographical note
Publisher Copyright:© 2021 IEEE.
Funding
This work was supported by the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Entrepreneurial Teams (Grant No. 2017ZT07X386), the Guangdong Basic and Applied Basic Research Foundation (Grant No. 2021A1515011830), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531) and the Shenzhen Fundamental Research Program (Grant No. JCYJ20190809121403553).
Keywords
- bullet hell
- generative adversarial net
- level generation
- Procedural content generation
- time-series GAN