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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Conditional Level Generation and Game Blending</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anurag Sarkar</string-name>
          <email>sarkar.an@northeastern.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zhihan Yang</string-name>
          <email>yangz2@carleton.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seth Cooper</string-name>
          <email>se.cooper@northeastern.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Carleton College</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Northeastern University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <issue>2010</issue>
      <abstract>
        <p>Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and applications enabled by conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using labeled data, thus enabling outputs to be generated conditioned on some input. We studied how increased control in the level generation process and the ability to produce desired outputs via training on labeled game level data could build on prior PCGML methods. Through our results of training CVAEs on levels from Super Mario Bros., Kid Icarus and Mega Man, we show that such models can assist in level design by generating levels with desired level elements and patterns as well as producing blended levels with desired combinations of games.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Procedural Content Generation via Machine Learning
(PCGML)
        <xref ref-type="bibr" rid="ref32">(Summerville et al. 2018)</xref>
        has emerged as a
viable means of building generative models for game levels
by training on levels from existing games. While several
ML approaches have been utilized for PCG such as LSTMs
        <xref ref-type="bibr" rid="ref11 ref12 ref25 ref29 ref30">(Summerville and Mateas 2016)</xref>
        , Bayes nets
        <xref ref-type="bibr" rid="ref11 ref12 ref25 ref29 ref30">(Guzdial and
Riedl 2016a)</xref>
        and Markov models
        <xref ref-type="bibr" rid="ref26">(Snodgrass and Ontan˜o´n
2017)</xref>
        , a recent body of work has emerged that focuses on
using latent variable models such as Generative
Adversarial Networks (GANs) (Goodfellow et al. 2014) and
Variational Autoencoders (VAEs)
        <xref ref-type="bibr" rid="ref13 ref33">(Kingma and Welling 2013)</xref>
        .
These models learn latent encodings of the input game
levels, comprising a continuous latent space which can then be
sampled and explored to generate new levels. Such models
have been used both for level generation
        <xref ref-type="bibr" rid="ref10 ref18 ref19 ref22 ref27 ref36">(Volz et al. 2018;
Gutierrez and Schrum 2020)</xref>
        and level blending
        <xref ref-type="bibr" rid="ref10 ref18 ref19 ref20 ref21 ref27">(Sarkar,
Yang, and Cooper 2019; Snodgrass and Sarkar 2020)</xref>
        .
Additionally, attempts have been made to make such generation
and blending controllable via latent vector evolution
        <xref ref-type="bibr" rid="ref3">(Bontrager et al. 2018)</xref>
        . This involves optimizing some objective
function via evolutionary search in the learned latent space
      </p>
      <p>SMB - 〈10011〉</p>
      <p>KI - 〈1101〉</p>
      <p>
        MM - 〈10101〉
of the model to find vectors corresponding to levels with
desired properties. Thus, controllability is achieved via
evolutionary search once training has already been performed
and is independent of the model. However, conditional
variants of both GANs
        <xref ref-type="bibr" rid="ref15">(Mirza and Osindero 2014)</xref>
        and VAEs
        <xref ref-type="bibr" rid="ref28 ref37 ref9">(Sohn, Lee, and Yan 2015)</xref>
        could enable such
controllability as part of the model itself. These variants allow models
to be trained on labeled data and thereby allow generation
to be conditioned on input labels. Thus, when applied for
PCGML, such models could use labels provided by
designers to produce controllable level generators without having
to define objective functions and run evolution.
      </p>
      <p>Thus, we train conditional VAEs (CVAEs) on levels from
Super Mario Bros., Kid Icarus and Mega Man using
different sets of labels corresponding to the presence of various
game elements as well as design patterns. Additionally, we
train a combined model with levels labeled with the game
they belong to. Our results show that CVAEs can generate
levels with and without desired elements and design
patterns, making it a promising model to inform future level
design tools. Further, our results suggest that CVAEs can
help perform controllable game blending using different
labels provided during generation.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Controllability has been the focus of much PCG research
with several works developing generators that produce
content based on designer preferences such as
        <xref ref-type="bibr" rid="ref1 ref13 ref14 ref23 ref33">(Liapis,
Yannakakis, and Togelius 2013; Alvarez et al. 2020; Smith
et al. 2009)</xref>
        . Besides these systems, other works on
controllable PCG have included graph-based methods
        <xref ref-type="bibr" rid="ref26 ref35 ref6">(VallsVargas, Zhu, and Ontan˜o´n 2017; Dormans 2010)</xref>
        and
evolutionary computation (Togelius et al. 2010). Similarly, a
number of PCGML works have also incorporated
controllability.
        <xref ref-type="bibr" rid="ref25">Snodgrass and Ontan˜o´n (2016)</xref>
        used a constraint-based
method to control sampling for a multi-dimensional Markov
model of Mario levels while
        <xref ref-type="bibr" rid="ref17">Sarkar and Cooper (2018)</xref>
        used
multiple LSTM models with turn-based weighting to control
generation of blended Mario-Kid Icarus levels. In terms of
latent variable models,
        <xref ref-type="bibr" rid="ref36">Volz et al. (2018)</xref>
        used CMA-ES to
evolve vectors in the latent space of a GAN trained on Mario
levels. This produced levels capturing desired characteristics
based on the objective used for evolution. A similar method
was used by Sarkar, Yang, and Cooper (2019) to
generate and blend levels of Mario and Kid Icarus using a VAE
trained on both games. Recently,
        <xref ref-type="bibr" rid="ref22">Schrum et al. (2020)</xref>
        produced a tool enabling user-controlled generation of Mario
levels and Zelda-like dungeons by evolving vectors via
interactive exploration of the GAN latent space. In terms of
conditional models,
        <xref ref-type="bibr" rid="ref34">Torrado et al. (2019)</xref>
        combined a
conditional GAN approach with self-attention mechanisms for
controllable generation of GVGAI levels. Our work differs
in using CVAEs instead of CGANs and not restricting to
GVGAI. Moreover, their conditioning features were learned
from input levels and not supplied externally as in our case,
which seems more suited to future co-creative applications.
      </p>
      <p>
        Prior work has demonstrated the utility of conceptual
blending
        <xref ref-type="bibr" rid="ref7">(Fauconnier and Turner 1998)</xref>
        for generating new
levels and even entire games.
        <xref ref-type="bibr" rid="ref9">Gow and Corneli (2015)</xref>
        presented a VGDL-based manual game blending framework to
create new games by combining elements of existing ones.
Guzdial and Riedl (2016b) similarly blended Mario levels to
produce new levels.
        <xref ref-type="bibr" rid="ref17">Sarkar and Cooper (2018)</xref>
        and Sarkar,
Yang, and Cooper (2019) used LSTMs and VAEs
respectively to blend levels of Mario and Kid Icarus while
        <xref ref-type="bibr" rid="ref18 ref19 ref20">Sarkar
et al. (2020)</xref>
        extended the latter to a larger set of games and
incorporated playability into blended levels. In this work, we
show that game blending can also be achieved using CVAEs.
      </p>
      <p>
        Conditional VAEs (CVAE)
        <xref ref-type="bibr" rid="ref28 ref37 ref37 ref9">(Sohn, Lee, and Yan 2015;
Yan et al. 2015)</xref>
        allow VAEs
        <xref ref-type="bibr" rid="ref13 ref33">(Kingma and Welling 2013)</xref>
        to
be conditioned on attributes. Unlike VAEs which are trained
in an unsupervised manner, to train CVAEs, each input
datapoint is associated with a label. The encoder learns to use
this label to encode the input into the latent space while the
decoder learns to use the label to decode the latent
encoding. Thus, such models when trained on game levels could
allow generation to be conditioned on designer-specified
labels. Further, the same latent vector can produce different
outputs by varying the conditioning labels. This enables
additional affordances for level design and allows generation to
be controlled without having to perform evolutionary search.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <sec id="sec-3-1">
        <title>Level Data and Conditioning</title>
        <p>
          We used level data from the Video Game Level Corpus
(VGLC)
          <xref ref-type="bibr" rid="ref29 ref30">(Summerville et al. 2016)</xref>
          for the classic NES
platformers Super Mario Bros. (SMB), Kid Icarus (KI) and
Mega Man (MM). For training our models, we used 16x16
level segments cropped out from the levels of each game
by using a sliding window. To enable this, SMB levels and
horizontal portions of MM levels were padded with 1 and 2
empty rows respectively. We finally obtained 2643 segments
for SMB, 1142 for KI and 2983 for MM. Using these games,
we looked at three different conditioning approaches based
on 1) game elements 2) SMB design patterns and 3) game
blending, motivated by wanting to generate levels containing
desired elements, exhibiting desired patterns and consisting
of desired combinations of games, respectively.
Conditioning is accomplished by associating each input level segment
with a corresponding label during the training process. In all
cases, labels take the form of binary-encoded vectors.
Game Elements For game elements, we used a unique set
of conditioning labels for each game. The label vector length
was determined by the number of different game elements
considered for each game with a 0/1 value for a vector
element indicating the absence/presence of the corresponding
game element in the corresponding level segment. For SMB,
we considered Enemy, Pipe, Coin, Breakable and Question
Mark elements, for KI, Hazard, Door, Moving and
Stationary Platforms and for MM, Hazard, Door, Ladder,
Platforms and Collectables. Thus, we used 5-element binary
labels for SMB and MM and 4-element labels for KI,
yielding 25 = 32 unique labels for SMB and MM and 24 = 16
unique labels for KI. Example segments and their
corresponding element labels are shown in Figure 1.
        </p>
        <p>
          Design Patterns For SMB design patterns, we picked 10
such patterns based on the 23 described by
          <xref ref-type="bibr" rid="ref4">Dahlskog and
Togelius (2012)</xref>
          . The ones we consider are:
• Enemy Horde (EH): group of 2 or more enemies
• Gap (G): 1 or more gaps in the ground
• Pipe Valley (PV): valley created by 2 pipes
• Gap Valley (GV): valley containing a Gap
• Null (empty) Valley (NV): valley with no enemies
• Enemy Valley (EV): valley with 1 or more enemies
• Multi-Path (MP): segment split into multiple parts
horizontally by floating platforms
• Risk-Reward (RR): segment containing a collectable
guarded by an enemy
• Stair Up (SU): ascending stair case pattern
• Stair Down (SD): descending stair case pattern
We thus had 10-element binary labels for a total of 210 =
1024 possible unique labels though a vast majority of these
do not occur in the data. For this, we only trained on SMB
levels since we only used SMB design patterns.
        </p>
        <p>Game Blending For game blending, we trained on
segments from all 3 games taken together with labels indicating
which game the segments belonged to. We used a 3-element
label with the 1st, 2nd and 3rd elements indicating if the
segment was from SMB, KI or MM respectively.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Generation and Blending using CVAE</title>
        <p>Training CVAEs involves associating each input data
instance (in our case, level segments) with a label vector.
An input instance is concatenated with its label and passed
through the encoder to obtain a latent vector. The same
label is then concatenated with this latent vector and passed
through the decoder. Thus, the encoder learns to use the
provided labels to learn latent encodings of the data and
similarly, the decoder learns to use the same labels to decode the
encodings. Since the encoder and decoder use the labels to
learn the encodings between the latent space and the data,
the same latent vector could be made to produce different
outputs by varying the label during generation. These
affordances of the conditional VAE could inform level design and
generation in two specific ways: 1) enable controllable
generation by using labels to produce desired content and 2)
generate variations of existing content by encoding it into
latent space and decoding it using different labels. Through
this work, we hoped to explore these specific affordances.</p>
        <p>
          For game elements, we trained separate CVAEs for each
game. In all models, both the encoder and decoder consisted
of 4 fully-connected layers with ReLU activation. For SMB
and MM, the conditioning labels were binary vectors of
length 5 while for KI, they were of length 4. Labels for each
input segment were determined by checking for the
presence of the relevant game elements within that segment and
assigning 0 or 1 to the corresponding element of the label.
All models were trained in Pytorch
          <xref ref-type="bibr" rid="ref16">(Paszke et al. 2017)</xref>
          for
10000 epochs using the Adam optimizer with a learning rate
of 0.001 decayed by 0.1 every 2500 epochs.
        </p>
        <p>For design patterns, we trained only on SMB data. Rather
than use all segments obtained by sliding the window across
the levels with redundancy in terms of overlap, we only used
non-overlapping segments. We found non-overlapped
segments better preserve the original design patterns. Since this
led to fewer segments, we additionally used VGLC level
data from Super Mario Bros II: The Lost Levels, to obtain
a total of 407 segments. Labels corresponding to design
patterns were assigned manually based on visual inspection.
The model architecture was the same as those used for game
elements, but was only trained for 5000 epochs with the
learning rate decay occurring every 1250 epochs.</p>
        <p>Finally for blending, we trained on levels from SMB, KI
and MM taken together. Labels indicated the game that the
levels belonged to and were of length 3 with 〈100〉, 〈010〉
and 〈001〉 indicating SMB, KI and MM respectively. Here,
we intend to achieve blending by leveraging the fact that it
is possible to condition generation using labels that do not
appear in the training set. For instance, though the 3 labels
above are the only ones used in the training set, we could
still, for example, use label 〈110〉 for conditioning and
expect to generate a level that blends SMB and KI. The model
architecture was similar to that used for game elements. We
duplicated the number of training segments for KI to better
match the number of segments for SMB and MM.</p>
        <p>In each of the above cases, we trained 3 versions of each
model, consisting of latent spaces of size 32, 64 and 128.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>We performed a three-part evaluation focusing on each of
the conditioning cases described above. Note that for KI and
MM figures, we reuse certain sprites from SMB. Paths for
all games are shown using a Mario character sprite.
SMB-Rand
KI-Rand
MM-Rand
SMB-Train
KI-Train
MM-Train
For evaluation, for each game, we randomly sampled 1000
latent vectors and conditioned the generation for each
vector using each possible label (32 for SMB and MM, 16 for
KI). We then tested if the generated segments contained the
elements as prescribed by the conditioning labels i.e.
compared the label for a generated segment with the
conditioning label used to generate it. The label for the generated
segment was determined using the same method for
assigning labels to training segments. We computed the percentage
of segments for which the output label was an exact match
as the one used for conditioning, as well as the percentage
where none of the elements that the label indicated should
be present were actually present in the generated segment.
We also performed this evaluation for the original level
segments from each game by forwarding them through the
encoder and decoder using each label. Percentages of exact and
none matches averaged across all labels are given in Table 1.</p>
      <p>For all games and for both random samples and training
levels, the 32-dimensional model leads to the highest
percentage of exact matches. The 64-dimensional models do
better in producing lowest percentages of no matches but not
too much better than 32. Interestingly, in most cases the
128dimensional model exhibits the worst performance for these
measures. Across games, results for KI are most promising
in terms of both the highest percentage of exact matches and
lowest percentage of cases with no matching elements while
results for MM were the worst. The average Exact match
percentages seem low primarily because the model produces
few exact matches when conditioning with labels not in the
training data. Thus we plotted match percentages for both
generated and training segments obtained when using each
label. Results for the 32-dimensional model for SMB, KI
and MM are given in Figures 2, 3 and 4 respectively. Each
plot also depicts the frequency of each label in the training
data. Labels are shown along the horizontal axis using the
integer representation for the equivalent binary encoding.</p>
      <p>For all games, conditioning using labels that appear
frequently in the training levels is a lot more reliable. Example
levels generated using a selection of labels for conditioning
using the 32-dimensional models are shown in Figures 5.
These show that the affordances of the CVAE enable both
controllable generation and the generation of novel
variations of existing content. The top rows in each of these
figures demonstrate how an existing segment could be edited
into a new one by simply changing the conditioning label.
This holds promise for co-creative applications as a list of
designer preferences regarding the elements they want in
generated segments could be converted to binary
conditioning labels and then used to generate the desired segments.</p>
      <sec id="sec-4-1">
        <title>Design Patterns</title>
        <p>Evaluating design pattern conditioning was more
challenging. Unlike for game elements, where input segments could
be labeled automatically by checking for elements within the
segment, labels for design patterns had to be assigned
manually for each segment since we lack automated methods for
identifying design patterns. Consequently, we could not
automatically determine if the label for a generated segment
matched with the label used to generate it. Moreover, due
to the low number of training segments and high number of
labels, training a classifier to determine a segment’s design
pattern was also not feasible. Thus, we restrict our
evaluation in this case to visual inspection with Figure 6
showing example segments generated by conditioning on
different labels corresponding to different combinations of design
patterns. Results are shown for the 8 most common design
pattern combinations in the training data. While not a robust
evaluation, we see that the labels are reliable in producing
the indicated design patterns in the generated segment.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Blending</title>
        <p>To evaluate blending, we randomly sampled 1000 latent
vectors and conditioned the generation of each using each of
the 8 possible labels denoting the 8 possible combinations
of the 3 games. We trained a random forest classifier on the
training segments using the respective games as the class
labels for the segment. We obtained a 99.12% classification
accuracy using a 80%-20% train-test split. Note there are 2
label types: conditioning labels appended to latents to
control generation, and game labels (SMB/KI/MM) predicted
by the classifier indicating which game it thinks a generated
segment belongs to. For each conditioning label, we then
computed the percentage of generated segments that were
Random
Random
classified as SMB, KI or MM based on the classifier’s
predicted game label. When classifying segments generated via
conditioning using one of the blended conditioning labels
(i.e. SMB+KI, KI+MM, SMB+MM and SMB+KI+MM),
we expect predicted game labels to be more spread across
the 3 games versus when classifying segments conditioned
using a single game conditioning label. For example, for
segments generated using the SMB label (〈100〉), we
expect a very high percentage to be classified as SMB and a
very low percentage classified as others. For those
generated using the blended labels, we would expect predictions
with more variance. For example, for the SMB+MM label
(〈101〉), we would expect most segments classified as SMB
or MM (but not too many for either) and very few classified
as KI. Results are given in Table 2 and are in accordance
with expectations. For the original game labels (i.e.〈100〉,
〈010〉 and 〈001〉), a majority of segments (over 93% in all
cases) are classified as the corresponding game. This drops
and is more spread out as the blended labels (i.e. those with
multiple 1s) are used. Also as expected, predictions are most
evenly spread out for 〈000〉 and 〈111〉. Interestingly, in all
cases other than 〈000〉, a game is predicted 10% or less if
and only if its corresponding bit in the label is 0. These
results suggest that segments generated using these labels do
blend the games. Example blended levels are shown in
Figure 7. We see that adding KI or MM labels to SMB segments
makes them more vertical. Similarly, adding SMB labels to
KI and MM gives them a more horizontal progression.</p>
        <p>
          As further evaluation, for each blend label, we generated
1000 segments and computed the E-distance between them
and the original training segments for each game. E-distance
          <xref ref-type="bibr" rid="ref13 ref33">(Sze´kely and Rizzo 2013)</xref>
          measures the similarity between
two distributions and has been suggested as a suitable metric
for comparing generative models
          <xref ref-type="bibr" rid="ref32">(Summerville 2018)</xref>
          . The
lower the E-distance between two distributions, the more
similar they are. Thus, for example, we would expect the
E-distance between original SMB levels and those
generated using the blend conditioning label 〈100〉 to be the
lowest among all labels with the value being higher for labels
not containing SMB (i.e. 0 in the first label element). For
computing E-distance, we used four tile-based properties:
Density, Nonlinearity, Leniency and Interestingness as
described in Snodgrass and
          <xref ref-type="bibr" rid="ref18 ref19 ref20">Sarkar (2020)</xref>
          . Results for all 3
blend CVAE models are shown in Figure 8, averaged across
the models. Results for SMB and MM are as expected with
the lowest E-distance for all models being for labels 〈100〉
and 〈001〉. For these, E-distance is higher when that game is
not included in the label than when it is, as expected.
Comparing to SMB, we note the sharp drop as the first label bit
flips to 1 indicating inclusion of SMB in the conditioning.
Similarly, comparing to MM, we note the E-distance
oscillate lower to higher as the rightmost bit switches between 1
and 0, indicating inclusion of MM. Interestingly, results for
KI are not as expected with label 〈010〉 producing the
second highest E-distance and would be worth exploring in the
future. Overall however, the E-distance trends suggest that
conditioning is able to generate levels of different blends.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and Future Work</title>
      <p>We explored conditional VAEs and how their affordances
can inform level design applications by allowing
designers to use labels to control level generation and blending
as well as edit existing levels using different labels. There
are several future avenues to consider. While CVAEs
enB
M
S
I
K
M
M
m
o
d
n
a</p>
      <p>R
Original
〈SU〉
〈MP〉 〈PV-NV-MP〉
〈G〉
〈G-MP〉
〈EH〉
〈EH-MP〉 〈EH-G〉
able controllability without having to run evolution, the
latter could still be useful, for example, to generate content
using labels that are infrequent in the training data. This could
also help blending applications. Currently, the CVAE
generates blended levels using given labels but the actual blended
content is not controllable. Evolution could search for
levels that in addition to being conditioned by a specific label,
optimize a desired objective. In this work, we highlighted
different CVAE affordances for controllable PCG but hope
to focus on each affordance more thoroughly in the future.
A user evaluation for design pattern conditioning would be
useful as would playability evaluations. Additionally, this
approach worked with level segments. To generate whole
levels, it could be combined with the approach in Sarkar and
Cooper (2020a) that learns a sequential segment generation
model where generated segments logically follow to create
whole levels. Finally, we intend to incorporate such CVAE
models into game design tools to enable conditional
generation and design, as outlined in Sarkar and Cooper (2020b).</p>
    </sec>
  </body>
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