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Çekişmeli Üretici Aǧlar ile Oyun Karakteri Üretimi

Araştırma sonucu: Kitap/Rapor/Konferans Bildirisinde BölümKonferans katkısıbilirkişi

4 Atıf (Scopus)

Özet

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.

Tercüme edilen katkı başlığıGame Character Generation with Generative Adversarial Networks
Orijinal dilTürkçe
Ana bilgisayar yayını başlığı2022 30th Signal Processing and Communications Applications Conference, SIU 2022
YayınlayanInstitute of Electrical and Electronics Engineers Inc.
ISBN (Elektronik)9781665450928
DOI'lar
Yayın durumuYayınlandı - 2022
Etkinlik30th Signal Processing and Communications Applications Conference, SIU 2022 - Safranbolu, Turkey
Süre: 15 May 202218 May 2022

Yayın serisi

Adı2022 30th Signal Processing and Communications Applications Conference, SIU 2022

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???event.eventtypes.event.conference???30th Signal Processing and Communications Applications Conference, SIU 2022
Ülke/BölgeTurkey
ŞehirSafranbolu
Periyot15/05/2218/05/22

Bibliyografik not

Publisher Copyright:
© 2022 IEEE.

Keywords

  • Game Character Generation
  • Generative Adversarial Network
  • Generative Learning
  • Image Generation

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