# Procedural Content Generation via Machine Learning (PCGML)

arXiv: https://arxiv.org/abs/1702.00539 · HTML: https://mlsanity.com/paper/1702.00539/

## Key facts

- Cited by 137 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 2 Feb 2017.

## Built on by (most cited first, 30 of 137)

- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Evolving Curricula with Regret-Based Environment Design](https://mlsanity.com/paper/2203.01302/) (2022)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Video as the New Language for Real-World Decision Making](https://mlsanity.com/paper/2402.17139/) (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)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [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)
- [MarioNette: Self-Supervised Sprite Learning](https://mlsanity.com/paper/2104.14553/) (2021)
- [Illuminating Diverse Neural Cellular Automata for Level Generation](https://mlsanity.com/paper/2109.05489/) (2021)
- [GameDevBench: Evaluating Agentic Capabilities Through Game Development](https://mlsanity.com/paper/2602.11103/) (2026)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study](https://mlsanity.com/paper/2106.15877/) (2021)
- [Game Generation via Large Language Models](https://mlsanity.com/paper/2404.08706/) (2024)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Practical PCG Through Large Language Models](https://mlsanity.com/paper/2305.18243/) (2023)
- [Learning Controllable 3D Level Generators](https://mlsanity.com/paper/2206.13623/) (2022)
- [Word2World: Generating Stories and Worlds through Large Language Models](https://mlsanity.com/paper/2405.06686/) (2024)
- [OpenGame: Open Agentic Coding for Games](https://mlsanity.com/paper/2604.18394/) (2026)
- [DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft](https://mlsanity.com/paper/2404.15538/) (2024)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [World-GAN: a Generative Model for Minecraft Worlds](https://mlsanity.com/paper/2106.10155/) (2021)
- [Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset](https://mlsanity.com/paper/2202.10184/) (2022)
- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [DreamGarden: A Designer Assistant for Growing Games from a Single Prompt](https://mlsanity.com/paper/2410.01791/) (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)

## Abstract (arXiv)

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content such as sprites and sound effects. In addition to using PCG for autonomous generation, co-creativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the resulting generated content. Multiple PCGML methods are covered, including neural networks, long short-term memory (LSTM) networks, autoencoders, and deep convolutional networks; Markov models, n-grams, and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in the application of PCGML, including learning from small datasets, lack of training data, multi-layered learning, style-transfer, parameter tuning, and PCG as a game mechanic.
