# Super Mario as a String: Platformer Level Generation Via LSTMs

arXiv: https://arxiv.org/abs/1603.00930 · HTML: https://mlsanity.com/paper/1603.00930/

## Key facts

- Cited by 40 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 2 Mar 2016.

## Built on by (most cited first, 30 of 40)

- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Deep Surrogate Assisted Generation of Environments](https://mlsanity.com/paper/2206.04199/) (2022)
- [On the Importance of Environments in Human-Robot Coordination](https://mlsanity.com/paper/2106.10853/) (2021)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Word2World: Generating Stories and Worlds through Large Language Models](https://mlsanity.com/paper/2405.06686/) (2024)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset](https://mlsanity.com/paper/2202.10184/) (2022)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games](https://mlsanity.com/paper/2107.12506/) (2021)
- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Open-Ended Evolution for Minecraft Building Generation](https://mlsanity.com/paper/2209.03108/) (2022)
- [Missed Connections: Lateral Thinking Puzzles for Large Language Models](https://mlsanity.com/paper/2404.11730/) (2024)
- [PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators](https://mlsanity.com/paper/2408.12525/) (2024)
- [AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction](https://mlsanity.com/paper/2504.01014/) (2025)
- [Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry](https://mlsanity.com/paper/2206.00106/) (2022)
- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [Evolving Flying Machines in Minecraft Using Quality Diversity](https://mlsanity.com/paper/2302.00782/) (2023)
- [Adversarial Random Forest Classifier for Automated Game Design](https://mlsanity.com/paper/2107.12501/) (2021)
- [Generating Lode Runner Levels by Learning Player Paths with LSTMs](https://mlsanity.com/paper/2107.12532/) (2021)
- [Word2Minecraft: Generating 3D Game Levels through Large Language Models](https://mlsanity.com/paper/2503.16536/) (2025)
- [Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizes](https://mlsanity.com/paper/2209.15052/) (2022)
- [Procedural Content Generation via Knowledge Transformation (PCG-KT)](https://mlsanity.com/paper/2305.00644/) (2023)
- [Guided Game Level Repair via Explainable AI](https://mlsanity.com/paper/2410.23101/) (2024)
- [Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model](https://mlsanity.com/paper/2103.15451/) (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)
- [Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions](https://mlsanity.com/paper/2210.12789/) (2022)

## 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.
