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Ensemble Learning for Mega Man Level Generation (arxiv.org)
2 points by lnyan on Aug 2, 2021 | hide | past | pdf | discuss on HN

In plain words: Instead of one simple model that builds a level piece by piece from the last piece, this mixes several of them trained on real Mega Man levels to capture more variety. It was tested against the usual single-model version for playability and stylistic similarity.

Abstract · Ensemble Learning For Mega Man Level Generation

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying data with a single model. In this paper, we investigated the use of ensembles of Markov chains for procedurally generating \emph{Mega Man} levels. We conduct an initial investigation of our approach and evaluate it on measures of playability and stylistic similarity in comparison to a non-ensemble, existing Markov chain approach.

Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial
arXiv:2107.12524 · cs.LG · submitted Jul 27, 2021
abstract · pdf · html · 9 pages, 7 figures, Workshop on Procedural Content Generation

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