The VGLC: The Video Game Level Corpus
Not on the map. Why?
Abstract (arXiv)
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.
Key facts. Cited by 41 papers in the map (data through 7 Oct 2026). First posted on arXiv 23 Jun 2016.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2021: 12; 2022: 8; 2023: 12; 2024: 5; 2025: 1; 2026: 3.
41 papers.
Sort:
By area:
- 2024Large Language Models and Games: A Survey and Roadmapcited by 91
- 2024Evolutionary Computation in the Era of Large Language Model: Survey and Roadmapcited by 89
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 202110 Years of the PCG workshop: Past and Future Trendscited by 6
- 2023Lode Encoder: AI-constrained co-creativitycited by 6
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
29 more
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variationscited by 4
- 2022Pixel VQ-VAEs for Improved Pixel Art Representationcited by 4
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMscited by 3
- 2024Semantic Loss Functions for Neuro-Symbolic Structured Predictioncited by 3
- 2021Procedural Content Generation using Behavior Trees (PCGBT)cited by 2
- 2022Online Game Level Generation from Musiccited by 2
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Gamescited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2023Active Learning for Classifying 2D Grid-Based Level Completabilitycited by 2
- 2024Guided Game Level Repair via Explainable AIcited by 2
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2021Toward Co-creative Dungeon Generation via Transfer Learningcited by 1
- 2022On Linking Level Segmentscited by 1
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Joint Level Generation and Translation Using Gameplay Videoscited by 1
- 2023Lode Enhancer: Level Co-creation Through Scalingcited by 1
- 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approachcited by 1
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Modelscited by 1
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representationcited by 1
- 2022Latent Combinational Game Designcited by 0
- 2022Improving Deep Localized Level Analysis: How Game Logs Can Helpcited by 0
- 2023Level Assembly as a Markov Decision Processcited by 0
- 2023Game Level Blending using a Learned Level Representationcited 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
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation25 Mar 2026
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros30 Jun 2025
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Guided Game Level Repair via Explainable AI30 Oct 2024
- 2024Semantic Loss Functions for Neuro-Symbolic Structured Prediction12 May 2024
- 2024Large Language Models and Games: A Survey and Roadmap28 Feb 2024
- 2024Evolutionary Computation in the Era of Large Language Model: Survey and Roadmap18 Jan 2024
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach18 Sep 2023
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023Active Learning for Classifying 2D Grid-Based Level Completability8 Sep 2023
29 more
- 2023Lode Enhancer: Level Co-creation Through Scaling3 Aug 2023
- 2023Lode Encoder: AI-constrained co-creativity2 Aug 2023
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Joint Level Generation and Translation Using Gameplay Videos29 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023
- 2023Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games16 Feb 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2022Improving Deep Localized Level Analysis: How Game Logs Can Help7 Dec 2022
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Online Game Level Generation from Music12 Jul 2022
- 2022Latent Combinational Game Design28 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022Pixel VQ-VAEs for Improved Pixel Art Representation23 Mar 2022
- 2022On Linking Level Segments9 Mar 2022
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning7 Oct 2021
- 2021Toward Co-creative Dungeon Generation via Transfer Learning27 Jul 2021
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMs27 Jul 2021
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study30 Jun 2021
- 2021Procedural Content Generation using Behavior Trees (PCGBT)24 Jun 2021
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations27 May 2021
- 202110 Years of the PCG workshop: Past and Future Trends21 Mar 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man30 Jan 2021
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks19 Jan 2021
- 2024Large Language Models and Games: A Survey and Roadmapcited by 91
- 2024Evolutionary Computation in the Era of Large Language Model: Survey and Roadmapcited by 89
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 202110 Years of the PCG workshop: Past and Future Trendscited by 6
- 2023Lode Encoder: AI-constrained co-creativitycited by 6
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
12 most cited of 40 All 40 (JSON)
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning13 Jul 2026
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation25 Mar 2026
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Guided Game Level Repair via Explainable AI30 Oct 2024
- 2024Semantic Loss Functions for Neuro-Symbolic Structured Prediction12 May 2024
- 2024Large Language Models and Games: A Survey and Roadmap28 Feb 2024
- 2024Evolutionary Computation in the Era of Large Language Model: Survey and Roadmap18 Jan 2024
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach18 Sep 2023
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023Active Learning for Classifying 2D Grid-Based Level Completability8 Sep 2023
- 2023Lode Enhancer: Level Co-creation Through Scaling3 Aug 2023
12 newest of 40 All 40 (JSON)