Super Mario as a String: Platformer Level Generation Via LSTMs
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Abstract (arXiv)
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.
Key facts. Cited by 40 papers in the map (data through 7 Oct 2026). First posted on arXiv 2 Mar 2016.
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Citing papers per year: 2021: 9; 2022: 7; 2023: 6; 2024: 9; 2025: 6; 2026: 3.
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- 2024Large Language Models and Games: A Survey and Roadmapcited by 91
- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 2021On the Importance of Environments in Human-Robot Coordinationcited by 37
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integrationcited by 22
- 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Datasetcited by 14
- 2024Unbounded: A Generative Infinite Game of Character Life Simulationcited by 14
- 2026MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Enginescited by 12
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
28 more
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 2022Open-Ended Evolution for Minecraft Building Generationcited by 9
- 2024Missed Connections: Lateral Thinking Puzzles for Large Language Modelscited by 9
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generatorscited by 7
- 2025AnimeGamer: Infinite Anime Life Simulation with Next Game State Predictioncited by 7
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Evolving Flying Machines in Minecraft Using Quality Diversitycited by 4
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMscited by 3
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Modelscited by 3
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizescited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2024Guided Game Level Repair via Explainable AIcited by 2
- 2021Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Modelcited by 1
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
- 2025Level Generation with Constrained Expressive Rangecited by 1
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problemcited by 1
- 2021Level generation and style enhancement -- deep learning for game development overviewcited by 0
- 2022Latent Combinational Game Designcited by 0
- 2023Evolutionary Machine Learning and Gamescited by 0
- 2024Speedrunning and path integralscited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Broscited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioningcited by 0
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning13 Jul 2026
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines3 Mar 2026
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem6 Oct 2025
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros30 Jun 2025
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2025AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction1 Apr 2025
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Models18 Mar 2025
- 2024Guided Game Level Repair via Explainable AI30 Oct 2024
- 2024Unbounded: A Generative Infinite Game of Character Life Simulation24 Oct 2024
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration21 Oct 2024
28 more
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators22 Aug 2024
- 2024Word2World: Generating Stories and Worlds through Large Language Models6 May 2024
- 2024Missed Connections: Lateral Thinking Puzzles for Large Language Models17 Apr 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2024Speedrunning and path integrals16 Mar 2024
- 2024Large Language Models and Games: A Survey and Roadmap28 Feb 2024
- 2023Evolutionary Machine Learning and Games20 Nov 2023
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2023Level Generation Through Large Language Models11 Feb 2023
- 2023Evolving Flying Machines in Minecraft Using Quality Diversity1 Feb 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizes29 Sep 2022
- 2022Open-Ended Evolution for Minecraft Building Generation7 Sep 2022
- 2022Latent Combinational Game Design28 Jun 2022
- 2022Deep Surrogate Assisted Generation of Environments9 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset21 Feb 2022
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning7 Oct 2021
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMs27 Jul 2021
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games26 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
- 2021Level generation and style enhancement -- deep learning for game development overview15 Jul 2021
- 2021On the Importance of Environments in Human-Robot Coordination21 Jun 2021
- 2021Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model29 Mar 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
- 2024Large Language Models and Games: A Survey and Roadmapcited by 91
- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 2021On the Importance of Environments in Human-Robot Coordinationcited by 37
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integrationcited by 22
- 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Datasetcited by 14
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 2022Open-Ended Evolution for Minecraft Building Generationcited by 9
12 most cited of 36 All 36 (JSON)
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning13 Jul 2026
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem6 Oct 2025
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2025AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction1 Apr 2025
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Models18 Mar 2025
- 2024Guided Game Level Repair via Explainable AI30 Oct 2024
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration21 Oct 2024
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators22 Aug 2024
- 2024Word2World: Generating Stories and Worlds through Large Language Models6 May 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
12 newest of 36 All 36 (JSON)