Picture for Anurag Sarkar

Anurag Sarkar

Procedural Content Generation via Knowledge Transformation (PCG-KT)

Add code
May 01, 2023
Viaarxiv icon

tile2tile: Learning Game Filters for Platformer Style Transfer

Add code
Aug 15, 2022
Figure 1 for tile2tile: Learning Game Filters for Platformer Style Transfer
Figure 2 for tile2tile: Learning Game Filters for Platformer Style Transfer
Figure 3 for tile2tile: Learning Game Filters for Platformer Style Transfer
Figure 4 for tile2tile: Learning Game Filters for Platformer Style Transfer
Viaarxiv icon

Latent Combinational Game Design

Add code
Jun 28, 2022
Figure 1 for Latent Combinational Game Design
Figure 2 for Latent Combinational Game Design
Figure 3 for Latent Combinational Game Design
Figure 4 for Latent Combinational Game Design
Viaarxiv icon

Procedural Content Generation using Behavior Trees (PCGBT)

Add code
Jun 24, 2021
Figure 1 for Procedural Content Generation using Behavior Trees (PCGBT)
Figure 2 for Procedural Content Generation using Behavior Trees (PCGBT)
Figure 3 for Procedural Content Generation using Behavior Trees (PCGBT)
Figure 4 for Procedural Content Generation using Behavior Trees (PCGBT)
Viaarxiv icon

Dungeon and Platformer Level Blending and Generation using Conditional VAEs

Add code
Jun 17, 2021
Figure 1 for Dungeon and Platformer Level Blending and Generation using Conditional VAEs
Figure 2 for Dungeon and Platformer Level Blending and Generation using Conditional VAEs
Figure 3 for Dungeon and Platformer Level Blending and Generation using Conditional VAEs
Figure 4 for Dungeon and Platformer Level Blending and Generation using Conditional VAEs
Viaarxiv icon

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder

Add code
Feb 24, 2021
Figure 1 for Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Figure 2 for Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Figure 3 for Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Figure 4 for Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Viaarxiv icon

Conditional Level Generation and Game Blending

Add code
Oct 13, 2020
Figure 1 for Conditional Level Generation and Game Blending
Figure 2 for Conditional Level Generation and Game Blending
Figure 3 for Conditional Level Generation and Game Blending
Figure 4 for Conditional Level Generation and Game Blending
Viaarxiv icon

Exploring Level Blending across Platformers via Paths and Affordances

Add code
Aug 22, 2020
Figure 1 for Exploring Level Blending across Platformers via Paths and Affordances
Figure 2 for Exploring Level Blending across Platformers via Paths and Affordances
Figure 3 for Exploring Level Blending across Platformers via Paths and Affordances
Figure 4 for Exploring Level Blending across Platformers via Paths and Affordances
Viaarxiv icon

Game Level Clustering and Generation using Gaussian Mixture VAEs

Add code
Aug 22, 2020
Figure 1 for Game Level Clustering and Generation using Gaussian Mixture VAEs
Figure 2 for Game Level Clustering and Generation using Gaussian Mixture VAEs
Figure 3 for Game Level Clustering and Generation using Gaussian Mixture VAEs
Figure 4 for Game Level Clustering and Generation using Gaussian Mixture VAEs
Viaarxiv icon

Towards Game Design via Creative Machine Learning (GDCML)

Add code
Jul 25, 2020
Figure 1 for Towards Game Design via Creative Machine Learning (GDCML)
Figure 2 for Towards Game Design via Creative Machine Learning (GDCML)
Figure 3 for Towards Game Design via Creative Machine Learning (GDCML)
Figure 4 for Towards Game Design via Creative Machine Learning (GDCML)
Viaarxiv icon