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arXiv:1707.03383stat.ML

A step towards procedural terrain generation with GANs

Christopher Beckham, Christopher Pal

Early discovery. Linked by one identifiable commenter. This paper is outside the main ranking; a mention is not an endorsement.

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.

arXiv comments
Journal reference
DOI
Subjects
stat.MLMachine Learning (Statistics) cs.CVComputer Vision and Pattern Recognition

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Linked by 1 identifiable commenter in 1 comment across 1 thread, from Sep 2017 to Sep 2017. Found in 2 HN submissions from Nov 2017 to Nov 2017. Open submission discussions.

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Discussed in comments1 thread

    • "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…

      indescions_2017View on HNParent context

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