arXiv:1707.03383stat.ML
A step towards procedural terrain generation with GANs
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Abstract
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satellite imagery from NASA.
"New algorithms" for tilemap generation? Maxim Gumin’s WaveFunctionCollapse is fast and produces nice results. A recent paper has been published outlining its technique. WaveFunctionCollapse is Constraint Solving in the Wild…
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