Learning to Blend Computer Game Levels
Not on the map. Why?
Abstract (arXiv)
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned from gameplay videos. The models represent probabilistic relationships between elements in the game. An analogical reasoning process maps features between two models to produce blended models that can then generate new level chunks. As a proof-of-concept we train our system on the classic platformer game Super Mario Bros. due to its highly-regarded and well understood level design. We evaluate the extent to which the models represent stylistic level design knowledge and demonstrate the ability of our system to explain levels that were blended by human expert designers.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 8 Mar 2016.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2022: 1; 2023: 2; 2024: 0; 2025: 1.
4 papers.
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Game Level Blending using a Learned Level Representationcited by 0
- 2025Co-Evolving Complexity: An Adversarial Framework for Automatic MARL Curriculacited by 0
- 2025Co-Evolving Complexity: An Adversarial Framework for Automatic MARL Curricula3 Sep 2025
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022