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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Generating Gameplay-Relevant Art Assets with Transfer Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Adrian Gonzalez</string-name>
          <email>adrian.glez@cinvestav.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Guzdial</string-name>
          <email>guzdial@ualberta.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Felix Ramos</string-name>
          <email>felix.ramos@cinvestav.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computing Science Department, University of Alberta</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science</institution>
          ,
          <addr-line>Cinvestav IPN</addr-line>
          ,
          <institution>Unidad Guadalajara</institution>
          ,
          <addr-line>Me ́xico</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>In game development, designing compelling visual assets that convey gameplay-relevant features requires time and experience. Recent image generation methods that create highquality content could reduce development costs, but these approaches do not consider game mechanics. We propose a Convolutional Variational Autoencoder (CVAE) system to modify and generate new game visuals based on their gameplay relevance. We test this approach with Poke´mon sprites and Poke´mon type information, since types are one of the game's core mechanics and they directly impact the game's visuals. Our experimental results indicate that adopting a transfer learning approach can help to improve visual quality and stability over unseen data.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Game development is a demanding task. Gameplay systems
generally include numerous elements to make them stand
out from similar titles, as well as to provide variety and
balance. On the other hand, designing compelling visual
assets that quickly and consistently convey those
gameplayrelevant features (play-style, difficulty, weaknesses, etc.) is
not trivial, especially while striving to preserve project-wide
artistic cohesion. This is also an important consideration
when creating variations on existing content, such as
characters’ alternative appearances or skins, enemy sub-classes
(e.g., Mario’s Dry Bones are visual and mechanical
variations of the Koopas), or player customization systems. Most
of these processes are iterative and time demanding, further
increasing development costs
        <xref ref-type="bibr" rid="ref14">(Rebouc¸as Serpa and Formico
Rodrigues 2019)</xref>
        .
      </p>
      <p>
        Automating the visual design process could help to
improve asset quality and reduce development time. Recent
general-purpose deep-learning models for image creation
provide high-quality results; however, these approaches are
limited to particular tasks with large training sets, such as
face, character, or landscape generation
        <xref ref-type="bibr" rid="ref10 ref12 ref21">(Isola et al. 2016;
Karras, Laine, and Aila 2018; Simon 2020)</xref>
        . Outside of
fully autonomous generation, some approaches identify
latent vectors to grant users the ability to explore the
possibilities of a model’s learned latent space
        <xref ref-type="bibr" rid="ref1 ref22 ref26">(Burgess et al. 2018;
Voynov and Babenko 2020)</xref>
        . We identify two main issues
with both of these approaches: they require large amounts of
data and their controllability is not influenced by
gameplayrelevant aspects like mechanics.
      </p>
      <p>
        To study how we can generate images that relay
gameplay-relevant information, we decided to work with
images from the Poke´mon series (Nintendo 2019). Poke´mon
games have clearly defined gameplay elements that are
present in their art style (the type information), which help
to communicate each Poke´mon’s strengths and weaknesses
to players
        <xref ref-type="bibr" rid="ref18">(Liapis 2018)</xref>
        . The main Poke´mon titles are
turnbased role-playing videogames in which players make their
companions –Poke´mon– battle. Understanding each type’s
weaknesses and resistances is crucial for victory.
      </p>
      <p>In this article, we present a Variational Autoencoder
(VAE) for Poke´mon type swapping, which modifies the
inputs’ visual designs to transmit user-defined types in a
controllable manner. To combat the problem of low training
data, we adopted a transfer learning approach. Our system’s
intended behavior would change a specified Poke´mon’s
appearance to convey a given target type (such as fire or
water), according to the visual attributes commonly exhibited
by Poke´mon of that target type. For instance, if the
yellowcolored electric-type Poke´mon Pikachu were changed to
fire-type, its colors would shift towards red.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>In this section, we briefly discuss computational approaches
to automated or assisted visual design generation. We also
present an overview of mainstream generative models and
their applications to the production of visual game assets,
and how those works relate to our proposed approach.</p>
      <sec id="sec-2-1">
        <title>Procedural Content Generation</title>
        <p>
          Procedural content generation or PCG refers to the
creation of game content using algorithms with limited or
indirect user input
          <xref ref-type="bibr" rid="ref20">(Shaker, Togelius, and Nelson 2016)</xref>
          . More
closely related to our proposal’s objective, there is Visual
PCG
          <xref ref-type="bibr" rid="ref7">(Guzdial et al. 2017)</xref>
          , which involves the generation
of visual components for games, and PCG via machine
learning (PCGML) (Summerville et al. 2018). We present
some PCG-based works that create visual game elements
and how a particular game’s mechanics affect their creation
processes.
        </p>
        <p>
          Pollite
          <xref ref-type="bibr" rid="ref7">(Guzdial et al. 2017)</xref>
          is an artificial abstract artist
based on a convolutional neural network (CNN) that learns
to associate features, like shapes and colors, to emotions,
from tagged real-world pictures. It can create and
modify images to express feelings such as anger or joy. Both
their work and our proposal involve concepts to alter
visuals (emotions and type information, respectively).
However, adopting an approach similar to Pollite’s would require
tagging real-world scenes with gameplay elements that, in
many cases, would demand manually annotating them or
creating a system to do it instead, thus reducing the expected
development benefits.
        </p>
        <p>
          The evolutionary algorithm developed by
          <xref ref-type="bibr" rid="ref18">(Liapis 2018)</xref>
          modifies Poke´mon sprites’ colors based on type
information. It uses the associations given between color palettes
and the different Poke´mon types, e.g., fire type is related
to red tones. Although their approach and ours aim to
assist artists in their tasks, their system evolves a sprite’s color
palette and then assigns them a type, in contrast, we propose
to define a type (or types) and then change the Poke´mon’s
colors and shape (and even textures) to fit the new type
information. This increases our model’s expressiveness, since
it is not limited to palette swaps, and allows its users to make
specific requests, such as a fire-type Pikachu.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Deep Generative Models</title>
        <p>
          In this subsection, we mention works based on two
deeplearning architectures applied to image generation:
Variational Autoencoders (VAEs)
          <xref ref-type="bibr" rid="ref13">(Kingma and Welling 2013)</xref>
          and Generative Adversarial Networks (GANs) (Goodfellow
et al. 2014). A VAE consists of two networks: first, an
encoder that generates a mean and a variance of a
Gaussian distribution per latent space dimension, then the
inputs’ latent representations are obtained by sampling from
such distributions, and second, a decoder that reconstructs
those representations back to the input data space
          <xref ref-type="bibr" rid="ref13 ref16 ref22 ref26">(Kingma
and Welling 2013; Larsen, Sønderby, and Winther 2015;
Pihlgren, Sandin, and Liwicki 2020)</xref>
          .
        </p>
        <p>
          Works that use VAEs for visual design in games are
uncommon. Nonetheless, VAEs have been employed for
image and texture synthesis
          <xref ref-type="bibr" rid="ref14 ref2">(Chandra et al. 2017; Kingma and
Welling 2019)</xref>
          , and level generation
          <xref ref-type="bibr" rid="ref22 ref26">(Guzdial et al. 2018;
Snodgrass and Sarkar 2020)</xref>
          . We decided to use a VAE since
points sampled from the latent space near a known input tend
to resemble it, which is useful to create variations of existing
content. However, as stated in
          <xref ref-type="bibr" rid="ref14">(Kingma and Welling 2019)</xref>
          ,
generative VAEs are known to produce blurry results.
Therefore, we consider exploring GANs as future work.
        </p>
        <p>
          In
          <xref ref-type="bibr" rid="ref14">(Rebouc¸as Serpa and Formico Rodrigues 2019)</xref>
          , the
authors proposed a deep-learning asset generation system
for pixel art sprites for a 2D fighting game using line art
sketches. Their tool, which is built upon the pix2pix
architecture
          <xref ref-type="bibr" rid="ref10">(Isola et al. 2016)</xref>
          , produces semi-final sprites that
must be fine-tuned by a human artist, therefore reducing the
production time for each image. Unlike our proposal, they
do not include gameplay-related information in their model.
        </p>
        <p>
          Artbreeder
          <xref ref-type="bibr" rid="ref21">(Simon 2020)</xref>
          , a tool based on a deep
convolutional GAN (DCGAN), allows its users to manipulate
numerous parameters to adjust the creation of images such as
human faces, landscapes, and characters. Another relevant
DCGAN model is presented in
          <xref ref-type="bibr" rid="ref9">(Horsley and Liebana 2017)</xref>
          ,
which generates sprites of faces, characters, and creatures
using small amounts of training data. The system developed
by (Jin et al. 2017) permits its users to create anime faces
using a GAN architecture, by providing parameters, such as
hair and eye color and style, to control the image generation
process. However, none of these models explicitly consider
gameplay-specific features to control the generation process.
        </p>
        <p>
          A notable related work is pokemon2pokemon
          <xref ref-type="bibr" rid="ref27">(Wong
2019)</xref>
          , which uses CycleGAN
          <xref ref-type="bibr" rid="ref30">(Zhu et al. 2017)</xref>
          to
modify the color of Poke´mon images given a type and shows
positive results. However, it does not modify the Poke´mon’s
shape, which might be due to CycleGAN’s difficulties when
handling geometric changes.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Poke´mon</title>
        <p>The main Poke´mon titles are turn-based role-playing games
in which humans command creatures named Poke´mon
during one-on-one or two-on-two battles. Types are a core
mechanic and there exist 18 types: Bug, Dark, Dragon,
Electric, Fairy, Fighting, Fire, Flying, Ghost, Grass, Ground,
Ice, Normal, Poison, Psychic, Rock, Steel, and Water. Each
type possesses weaknesses and resistances to attacks from
other types. Every Poke´mon has one or two types and four
attacks (each with its own type). An attack’s damage
depends on the attacked Poke´mon’s types weaknesses and
resistances. Poke´mon who use an attack that matches their
type gain increased effect. This makes understanding types
crucial to win. For instance, fire-type Poke´mon are weak
against water-type attacks, but resistant to grass-type ones.
Therefore, conveying the types of a Poke´mon through its
design is crucial, especially in the earlier games of the series
in which players were not shown the types of a Poke´mon
unless they owned it.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>System Overview</title>
      <p>Our objective is a system that allows its users to create
variations on existing Poke´mon. The users select a Poke´mon
design and one or two types, then the image is modified to
make it show distinctive features of the given types.</p>
      <p>
        To achieve this, we employ a convolutional VAE. Our
process to train our VAE is as follows. First, we collect a
set of Poke´mon images and their type information for
training. Second, given the lack of data, we use the Anime Face
Dataset (AFD for short)
        <xref ref-type="bibr" rid="ref4">(Churchill 2019)</xref>
        as a source dataset
for a transfer learning approach. Given our final goal of
controllability through Poke´mon type information, we
assign type labels to the AFD’s images based on how
similar they are to each type’s Poke´mon designs. Then, we train
the VAE on the now-labeled dataset. Finally, we transfer the
learned weights from the anime samples and fine-tune them
via training on the Poke´mon images.
      </p>
      <p>Input
reshape:
32*32*3</p>
      <p>Conv_2D:
512 filters</p>
      <p>Conv_2D:
1024 filters</p>
      <p>Latent
space
128
units</p>
      <p>Fully connected
8*8*1024+18</p>
      <p>Conv_2D
transpose:
1024 filters</p>
      <p>Conv_2D
transpose:
512 filters</p>
      <p>Conv_2D
transpose:
3 filters</p>
      <sec id="sec-3-1">
        <title>Dataset Collection</title>
        <p>
          The Poke´mon images and type information were retrieved
from
          <xref ref-type="bibr" rid="ref3">(Churchill 2017)</xref>
          and
          <xref ref-type="bibr" rid="ref23">(Subbiah 2018)</xref>
          , respectively, and
updated with resources from
          <xref ref-type="bibr" rid="ref19">(Serebii.net 2020)</xref>
          . Some
elements, such as the Pikachu variations, were omitted to
avoid over-representing features in the set. Our final set
contained 974 Poke´mon and is available online1. Additionally,
we used the Poke´mon regional variants, which are
variations of Poke´mon but with different types and slightly
distinct designs (to convey their modified types), to build a
special test dataset. This set provides us with useful comparison
data for our model. Since a Poke´mon can have one or two
types, and there exist 18 Poke´mon types, we handled type
information as one-hot-encoded vectors of size 18, and used
0.5 in two positions for Poke´mon with two types. We
experimented with a one-hot encoding for types, but found it less
effective for our needs.
        </p>
        <p>
          All images were resized to 32*32 pixels using bicubic
filtering, the same size as in
          <xref ref-type="bibr" rid="ref15">(Krizhevsky 2009)</xref>
          , and
converted to the Hue, Saturation, Value (HSV) format, like in
          <xref ref-type="bibr" rid="ref18">(Liapis 2018; Lim, Liapis, and Harrell 2016)</xref>
          . Since
darkcolored Poke´mon were showing poor results, we opted to
use four different background colors for each sample: black,
white, and two random noise backgrounds (for training
samples only). As in
          <xref ref-type="bibr" rid="ref14">(Rebouc¸as Serpa and Formico Rodrigues
2019)</xref>
          , we only used horizontal flips for data augmentation;
thus, we had eight images per Poke´mon, for a total of 7204
instances in our dataset.
        </p>
        <p>
          Given that the results obtained with the Poke´mon
images were not sharp nor detailed enough in initial tests, we
adopted a transfer learning approach using a dataset that
shared some visual traits with our target domain. Poke´mon
designs resemble some Japanese manga and anime styles;
hence, we decided to work with the Anime Face Dataset
(AFD)
          <xref ref-type="bibr" rid="ref4">(Churchill 2019)</xref>
          , which contains about 63,000
illustrations of anime-style character faces. We augmented these
by flipping horizontally as well.
        </p>
        <p>1https://github.com/EtreSerBe/PokeAE</p>
      </sec>
      <sec id="sec-3-2">
        <title>Transfer Learning Process</title>
        <p>
          The AFD does not possess type information, which is crucial
for our intended system. To provide the AFD with the types
required for the transfer learning process, and to ensure that
the distribution of the types in both datasets was equal, we
did the following: first, we obtained the mean HSV value
for each of the 18 Poke´mon types, considering only
nonbackground pixels in each image. Second, for every element
in the anime set, we calculated the mean HSV value of its
pixels and computed its mean squared distance with respect
to each of the types’ average HSV values. Third, we used
these distances as preferences (the lowest one being the most
preferred), and then employed the Gale-Shapley algorithm
          <xref ref-type="bibr" rid="ref5">(Gale and Shapley 1962)</xref>
          to assign the types. In the current
implementation, each image was given only one type.
        </p>
        <p>We decided to use a VAE architecture because they can
reproduce given inputs with slight modifications. This
behavior is beneficial to our goal since we want the modified
designs to be recognizable as variations of the original one;
thus, some of the source’s characteristics must be preserved,
and the changes made should be enough to convey the new
type information.</p>
        <p>
          The proposed convolutional VAE (CVAE) model is shown
in Figure 1. It is similar to the CVAE shown in
          <xref ref-type="bibr" rid="ref25">(Tensorflow
2020)</xref>
          but adapted for HSV format, and the type
information is handled like the level design pattern labels used in
(Guzdial et al. 2018). Our model receives the images in HSV
format plus the vector of type information. The model’s
encoder consists of two convolution operations (512 and 1024
filters respectively) with 2x2 filters and 2x2 strides (instead
of max-pooling
          <xref ref-type="bibr" rid="ref9">(Horsley and Liebana 2017)</xref>
          ). The filter sizes
are small because the resulting images lacked detailed
features (cloudiness). The second convolution’s output and the
given type information are fed to the two fully connected
layers with 128 units each for the latent space (mean and
standard deviation). The decoder takes a vector of size 128
as input, which is passed to a fully connected layer of size
8*8*1024+18; after that, we split the last 18 values to
reconstruct the type information. The remainder is passed through
two deconvolutions (Zeiler et al. 2010) with 1024 and 512
filters, respectively. Finally, it passes to another
deconvolution with only three filters for the output image’s HSV
values. We used the Adam optimizer, and our loss function was
the reduced mean of the sum of the cross-entropy and the
Kullback-Leibler divergence, as proposed in
          <xref ref-type="bibr" rid="ref13">(Kingma and
Welling 2013)</xref>
          . All layers’ activation functions were leaky
relu, except for the latent space, which was linear, and the
output’s activation, which used relu.
        </p>
        <p>The model was trained first on the AFD with the added
type information. The initial training stage consisted of 10
epochs with a learning rate of 0.0001 and a batch size of
128. In later stages, we fine-tuned the model by decreasing
the learning rate to 0.00001 and training for 50 more epochs.
Then, we fine-tuned the model on the Poke´mon dataset, with
a learning rate of 0.0001. We trained with a batch size of 256
for three rounds of 100 epochs each, with learning rates of
0.00005, 0.00002, and 0.00001, respectively. The low
learning rates were used so the convolutional filters learned from
the anime samples did not change abruptly, as they would
lose the benefits of transfer learning.</p>
        <p>We randomly split the Poke´mon dataset into 6616 training
instances and 588 test instances, with 827 and 147
different Poke´mon, respectively. Our type-labeled AFD contains
125,130 training images and only 2,000 for testing. To be
used as a baseline for comparison, we trained another
instance of our model using only the Poke´mon data. It was
trained for 50 epochs with a learning rate of 0.0001 and a
batch size of 128. Later, we fine-tuned it by training for ten
rounds of 50 epochs each, with a batch size of 256.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Evaluation</title>
      <p>
        The evaluation is focused on measuring our system’s
outputs’ visual quality (since the Poke´mon must be detailed
enough to be recognized as the one given as input), and
controllability based on the type information set by the user. We
performed three evaluation tasks. To determine the
generated images’ quality, we compared them to the input images
provided, over both test and train sets. We used two
comparison metrics: Mean Squared Error (MSE) in the RGB images
and Structural Similarity Index (SSIM)
        <xref ref-type="bibr" rid="ref29">(Zhou Wang et al.
2004)</xref>
        , in YUV format, with filter size=11, filter sigma=1.5,
k1=0.01, and k2=0.03.
      </p>
      <p>On the other hand, the procedure to evaluate the
controllability or type-swap task consisted of setting the type for
every sample to a single target type and passing them to
the system, instead of their original types. This process is
shown in Figure 2. Note that only one type was used since
the anime dataset samples were only assigned one type each.
We tested this with four types: fire, grass, water, and fairy.
We used the first three since most of the Poke´mon of those
types are red, green, and blue respectively. We used the fairy
type because it was the second most preferred type during
the anime faces type assignation before applying the
GaleShapley algorithm.</p>
      <p>Additionally, we performed a third evaluation that
involves the previous two and a special regional variants test
dataset. This dataset was composed of in-game variations
of existing Poke´mon where they possess different types and
designs (to convey their modified types). The
original-toregional task consisted of comparing the visual similarity
The Poke´mon reconstruction visual quality scores are shown
in Tables 1 and 2. For the MSE results in Table 1 lower is
better, and the transfer learning model consistently
outperforms the non-transfer one. For the SSIM results in Table 2
higher is better, which indicates at least a 1% increase in
visual similarity to the inputs when using the transfer learning
approach, even though the two datasets are vastly different.
Note that for all of this article’s figures all images shown,
including the Poke´mon inputs, were resized from 32x32 pixels
to 128x128 using the nearest neighbor method. An example
of both systems’ outputs is presented in Figure 3. Both
models present blurry outcomes, a known drawback of
autoencoders, which will be improved in future work.</p>
      <p>Initial type-swap task outcomes were barely distinct from
the inputs. To make them more evident, we increased the
type vector’s magnitude from 1 to 20. Representative
results of the type-swap task are shown in Figures 4, 5, and 6,
but the ones for fairy-type were omitted because no
consistent changes were noticeable. The lack of changes may have
been caused by the large number of AFD’s images that
preferred the fairy type but were reassigned to another one by
the Gale-Shapley algorithm (13717, which is 10.88% versus
the final 4.05% or 5109). This reassignment likely caused
several images’ fairy-like features to be ignored.</p>
      <p>In Figure 4, the non-transfer model generates more
evident visual changes. However, its effects can be
uncontrollable and make it difficult to recognize from the original,
which might be caused by the amount of variety of samples.
Both models’ results showed the expected red colors that
most fire Poke´mon possess, but the transfer learning one also
presented some unexpected vivid green tones, likely due to
how the types were assigned to the AFD’s images.</p>
      <p>In Figure 5, both models presented noise on the white
background during type swap experiments, especially with
type vectors of large magnitude. The transfer learning
model’s results present the expected green coloring. On the
other hand, the baseline model generated very noisy
images. Several AFD’s samples have white background, which
might explain why the transfer approach had less isolated
pixels in this experiment.</p>
      <p>Finally, in Figure 6, the non-transfer model’s results
present considerable changes, but also noticeable artifacts.
The transfer model’s outputs over testing data were slightly
more blue, but did not show the expected blue tones when
using red or yellow Poke´mon. This problem could be caused
by the small number of AFD’s images labeled as water-type
before the Gale-Shapley algorithm was used (about 2000).</p>
      <p>That is less than 2% of the samples, compared to the 11.5%
water Poke´mon, therefore, that difference was compensated
with anime faces that might not have been suitable as
watertype. While the non-transfer version of the model shows
more evident changes in this task, it also presents
considerably more noise, both inside and outside of the Poke´mon,
which is not desirable in the final content. Therefore, with
our current results, we argue that pursuing a transfer learning
approach is more suitable if the generated content is aimed
towards the general public, especially when the training data
is scarce. However, we acknowledge that both models’
results over testing data have plenty of room for improvement.</p>
      <p>For the original-to-regional task, the visual quality
comparison results are shown in Table 3. The scores are
considerably lower than for the reconstruction task, in part because
the regional variants not only change colors but also size,
shape and pose. We also present some positive visual
results in Figure 7. We note that changing the fourth Poke´mon
(Slowbro) from water-psychic to poison-psychic introduced
the same purple splotches seen in the real regional variant.</p>
    </sec>
    <sec id="sec-5">
      <title>Limitations and Future Work</title>
      <p>We identify three crucial aspects to improve our proposed
system. First, we consider that using a different method
to assign the type information to the Anime Face Dataset
could lead to improvements for the type-based
controllability of the transfer model. This is because one HSV tuple
for each type cannot hold information about spatial or
structural features (for instance, most Flying-type Poke´mon have
wings). Moreover, the Saturation and Value channels in the
type were confined to small ranges [0.22, 0.37] and [0.51,
0.69] (in contrast, the Hue values ranged between [0.19,
0.51]), which resulted in undesired type overlaps.
Additionally, several images from the AFD have white background,
which causes the type assignment process to favor types with
brighter palettes such as fairy and fire.</p>
      <p>Second, the current network architecture used is simple.
We argue that exploring other alternatives, such as using
image patches, discriminator modules, or moving to
different architectures (such as GANs), could lead to better image
quality and controllability results. Third, we require
evaluating how human artists respond to this kind of system, which
will provide us with crucial feedback about future work
directions.</p>
      <p>On a more distant horizon, we also consider the
exciting possibility that this kind of approach could be applied in
games. For instance, it could be used to automatically
generate visual indicators for Poke´mon that are affected with
special status effects, such as burned, frozen, or poisoned, which
are currently only shown as a written text. Visual indicators
like these could help to enhance a player’s understanding of
the game’s mechanics.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>We propose a Convolutional Variational Autoencoder
(CVAE) system to modify Poke´mon sprites according to a
target Poke´mon type. Our experimental results indicate that
adopting a transfer learning approach, using a type-labeled
version of the Anime Face Dataset, can help to improve
visual quality and stability over unseen data, despite the
considerable differences between both domains. While the
presented models’ outcomes might be usable during very early
stages of the design process, their quality and controllability
are not yet suitable for game development beyond that point.
However, we expect that this problem will diminish in future
versions of the system.</p>
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      <title>Acknowledgements</title>
      <p>This work was supported by CONACYT through the
doctoral scholarship number CVU-777880. We acknowledge
the support of the Natural Sciences and Engineering
Research Council of Canada (NSERC) and the Alberta
Machine Intelligence Institute (Amii).</p>
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Discovering social and aesthetic categories of avatars: A bottom-up
artificial intelligence approach using image clustering. In
DiGRA/FDG #3916 - Proceedings of the First International
Joint Conference of DiGRA and FDG. Dundee, Scotland:
Digital Games Research Association and Society for the
Advancement of the Science of Digital Games.
Rebouc¸as Serpa, Y., and Formico Rodrigues, M. A. 2019.
Towards machine-learning assisted asset generation for
games: A study on pixel art sprite sheets. In 2019 18th
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