Evaluating clustering methods underpinning content generation in games using GANs

Gabriel Lacey*, Ruth E. Falconer

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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In recent years there has been a push for more customisation options in games, along with a desire for greater realism. While graphics have been steadily improving year over year, the current customisation options remain limited, however thanks to developments in research surrounding generative artificial intelligence the combination of both of these desires may be made possible through the use of the latest Generative Adversarial Networks. The aim of this project is to implement and compare four different clustering methods. These methods will be used to generate classification labels from gameplay images which will then be given as input to a generative network to create photorealistic equivalents. It will then be determined which method is most suitable for this task by comparing their initial classification performance and the results from the photorealistic images they are used to generate. In order to compare classification performance, the Dice coefficient was calculated for each classification image generated, using a ground truth image to represent perfect segmentation. It was found that good classification performance does not necessarily lead to superior GauGAN output images, and overall the best performing method for this task was Region-Growing due to the spatial consideration in its approach.
Original languageEnglish
Title of host publicationGAME-ON'2020
Subtitle of host publicationproceedings of the 21st International conference on Intelligent Games and Simulation
EditorsAna Veloso, Óscar Mealha, Liliana Costa
Number of pages6
ISBN (Print)9789492859112
Publication statusPublished - 26 Oct 2020
Event21st annual European GAMEON® Conference: Simulation and AI in Computer Games - Department of Communication and Art, University of Aveiro, Aveiro, Portugal
Duration: 24 Sept 202025 Sept 2020
Conference number: 21st


Conference21st annual European GAMEON® Conference
Abbreviated titleGAME‐ON'2020
Internet address


  • Artificial intelligence
  • Clustering
  • Computational creativity
  • Generative Adversarial Networks
  • Image processing


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