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
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Arthur van der Staaij Aachen
Affiliation as printed
LIACS, Universiteit Leiden,Leiden,The Netherlands
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Mike Preuß Aachen
Affiliation as printed
LIACS, Universiteit Leiden,Leiden,The Netherlands
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Affiliation as printed
SPECS, University of Hertfordshire,Hatfield,UK
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