Alert button
Picture for Jacob Schrum

Jacob Schrum

Alert button

Evolving Flying Machines in Minecraft Using Quality Diversity

Add code
Bookmark button
Alert button
Feb 01, 2023
Alejandro Medina, Melanie Richey, Mark Mueller, Jacob Schrum

Figure 1 for Evolving Flying Machines in Minecraft Using Quality Diversity
Figure 2 for Evolving Flying Machines in Minecraft Using Quality Diversity
Figure 3 for Evolving Flying Machines in Minecraft Using Quality Diversity
Figure 4 for Evolving Flying Machines in Minecraft Using Quality Diversity
Viaarxiv icon

Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations Using a GAN

Add code
Bookmark button
Alert button
May 27, 2021
Jacob Schrum, Benjamin Capps, Kirby Steckel, Vanessa Volz, Sebastian Risi

Figure 1 for Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations Using a GAN
Figure 2 for Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations Using a GAN
Figure 3 for Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations Using a GAN
Figure 4 for Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations Using a GAN
Viaarxiv icon

Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man

Add code
Bookmark button
Alert button
Jan 30, 2021
Benjamin Capps, Jacob Schrum

Figure 1 for Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man
Figure 2 for Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man
Figure 3 for Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man
Figure 4 for Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man
Viaarxiv icon

Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks

Add code
Bookmark button
Alert button
Jan 19, 2021
Kirby Steckel, Jacob Schrum

Figure 1 for Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks
Figure 2 for Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks
Figure 3 for Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks
Figure 4 for Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks
Viaarxiv icon

CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation

Add code
Bookmark button
Alert button
Apr 03, 2020
Jacob Schrum, Vanessa Volz, Sebastian Risi

Figure 1 for CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation
Figure 2 for CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation
Figure 3 for CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation
Figure 4 for CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation
Viaarxiv icon

Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks

Add code
Bookmark button
Alert button
Mar 31, 2020
Jacob Schrum, Jake Gutierrez, Vanessa Volz, Jialin Liu, Simon Lucas, Sebastian Risi

Figure 1 for Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks
Figure 2 for Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks
Figure 3 for Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks
Figure 4 for Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks
Viaarxiv icon

Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda

Add code
Bookmark button
Alert button
Jan 14, 2020
Jake Gutierrez, Jacob Schrum

Figure 1 for Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
Figure 2 for Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
Figure 3 for Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
Figure 4 for Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
Viaarxiv icon

Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network

Add code
Bookmark button
Alert button
May 02, 2018
Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam Smith, Sebastian Risi

Figure 1 for Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Figure 2 for Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Figure 3 for Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Figure 4 for Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Viaarxiv icon

Balancing Selection Pressures, Multiple Objectives, and Neural Modularity to Coevolve Cooperative Agent Behavior

Add code
Bookmark button
Alert button
Mar 24, 2017
Alex C. Rollins, Jacob Schrum

Figure 1 for Balancing Selection Pressures, Multiple Objectives, and Neural Modularity to Coevolve Cooperative Agent Behavior
Figure 2 for Balancing Selection Pressures, Multiple Objectives, and Neural Modularity to Coevolve Cooperative Agent Behavior
Viaarxiv icon

Using Indirect Encoding of Multiple Brains to Produce Multimodal Behavior

Add code
Bookmark button
Alert button
Apr 26, 2016
Jacob Schrum, Joel Lehman, Sebastian Risi

Figure 1 for Using Indirect Encoding of Multiple Brains to Produce Multimodal Behavior
Figure 2 for Using Indirect Encoding of Multiple Brains to Produce Multimodal Behavior
Figure 3 for Using Indirect Encoding of Multiple Brains to Produce Multimodal Behavior
Figure 4 for Using Indirect Encoding of Multiple Brains to Produce Multimodal Behavior
Viaarxiv icon