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Diverse Level Generation for Tile-Based Video Game using Generative Adversarial Networks from Few Samples.
Soichiro Takata
Yuichi Sei
Yasuyuki Tahara
Akihiko Ohsuga
Published in:
ICAART (3) (2023)
Keyphrases
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video games
educational games
learning experience
wide variety
data sets
game playing
game play
learning tools
real world
social networks
heterogeneous networks
computer games
training samples
network structure
generative model
multi agent
e learning
neural network