# Toward Game Level Generation from Gameplay Videos

arXiv: https://arxiv.org/abs/1602.07721 · HTML: https://mlsanity.com/paper/1602.07721/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 23 Feb 2016.

## Built on by (most cited first, 6 of 6)

- [Contrastive Learning of Generalized Game Representations](https://mlsanity.com/paper/2106.10060/) (2021)
- [10 Years of the PCG workshop: Past and Future Trends](https://mlsanity.com/paper/2104.11037/) (2021)
- [The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games](https://mlsanity.com/paper/2503.21474/) (2025)
- [Generating Lode Runner Levels by Learning Player Paths with LSTMs](https://mlsanity.com/paper/2107.12532/) (2021)
- [Level generation and style enhancement -- deep learning for game development overview](https://mlsanity.com/paper/2107.07397/) (2021)
- [Ensemble Learning For Mega Man Level Generation](https://mlsanity.com/paper/2107.12524/) (2021)

## Abstract (arXiv)

Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design knowledge can be used to generate sections of game levels. Our approach involves parsing video of people playing a game to detect the appearance of patterns of sprites and utilizing machine learning to build a probabilistic model of sprite placement. We show how rich game design information can be automatically parsed from gameplay videos and represented as a set of generative probabilistic models. We use Super Mario Bros. as a proof of concept. We evaluate our approach on a measure of playability and stylistic similarity to the original levels as represented in the gameplay videos.
