Çekişmeli Üretici Aǧlar ile Oyun Karakteri Üretimi

Translated title of the contribution: Game Character Generation with Generative Adversarial Networks

Ferda Gul Aydin Emekligil, Ilkay Oksuz

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)

Abstract

Designing visual content and characters for games is a time consuming task even for designers and illustrators with experience. Most of the game companies and developers use procedural methods to automate the design process. The visual content produced by these algorithms is limited in terms of variation. In this paper, we propose to use Generative Adversarial Networks (GANs) for visual content production. Two different rpg and dnd visual image datasets were collected over the internet for training and 6 different GAN models were trained on them. In 3 of 18 experiments, transfer learning methods are used because of the limited datasets. The Frechet Inception Distance metric was used to compare the model results. As a result, SNGAN was the most successful in both datasets. Moreover, the transfer learning method (WGAN-GP, BigGAN) was more successful than the from scratch method.

Translated title of the contributionGame Character Generation with Generative Adversarial Networks
Original languageTurkish
Title of host publication2022 30th Signal Processing and Communications Applications Conference, SIU 2022
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665450928
DOIs
Publication statusPublished - 2022
Event30th Signal Processing and Communications Applications Conference, SIU 2022 - Safranbolu, Turkey
Duration: 15 May 202218 May 2022

Publication series

Name2022 30th Signal Processing and Communications Applications Conference, SIU 2022

Conference

Conference30th Signal Processing and Communications Applications Conference, SIU 2022
Country/TerritoryTurkey
CitySafranbolu
Period15/05/2218/05/22

Bibliographical note

Publisher Copyright:
© 2022 IEEE.

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