Online Game Level Generation from Music

Ziqi WANG, Jialin LIU*

*Corresponding author for this work

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Referred Conference Paperpeer-review

2 Citations (Scopus)

Abstract

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the 'energy' dynamic of music for different artificial players in an online fashion.

Original languageEnglish
Title of host publicationProceedings of the 2022 IEEE Conference on Games, CoG 2022
PublisherIEEE Computer Society
Pages119-126
Number of pages8
ISBN (Electronic)9781665459891
DOIs
Publication statusPublished - 2022
Externally publishedYes
Event2022 IEEE Conference on Games, CoG 2022 - Beijing, China
Duration: 21 Aug 202224 Aug 2022

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
Volume2022-August
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289

Conference

Conference2022 IEEE Conference on Games, CoG 2022
Country/TerritoryChina
CityBeijing
Period21/08/2224/08/22

Bibliographical note

Publisher Copyright:
© 2022 IEEE.

Funding

This work was supported by the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Enterpreneurial Teams (Grant No. 2017ZT07X386), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531), the Shenzhen Fundamental Research Program (Grant No. JCYJ20190809121403553), the National Natural Science Foundation of China (Grant No. 61906083), the Research Institute of Trustworthy Autonomous Systems (RITAS) and the SUSTech Undergraduate Teaching Quality and Reform Project (Grant No. SJZLGC202101). Corresponding author: Jialin Liu ([email protected]).

Keywords

  • EDPCG
  • EDRL
  • online level generation
  • player-adaptive
  • Procedural content generation

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