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Terrain-adaptive PCGML in Minecraft

IEEE Conference on Games (CoG), pp. 1–8

Abstract

We make a first step towards terrain-adaptive PCGML in Minecraft by introducing an automated system to create “volume-to-volume” datasets suitable for machine learning by leveraging handwritten black-box Minecraft settlement generation algorithms. Using this system, we create ten terrain-adaptive Minecraft ML datasets - including ones based on the currently best-performing algorithm submitted to the Generative Design in Minecraft (GDMC) competition. Finally, we train and qualitatively evaluate various GAN-based volume-to-volume models on all ten of our datasets. Although we do not obtain good results in all cases, we demonstrate that terrain-adaptive PCGML in Minecraft is indeed feasible.

Authors 3

  1. Leiden University

    Affiliation as printed

    LIACS, Universiteit Leiden,Leiden,The Netherlands

  2. Mike Preuß Aachen

    Leiden University

    Affiliation as printed

    LIACS, Universiteit Leiden,Leiden,The Netherlands

  3. University of Hertfordshire

    Affiliation as printed

    SPECS, University of Hertfordshire,Hatfield,UK

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References 56