DOOM Level Generation using Generative Adversarial Networks
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Abstract (arXiv)
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects. We trained two GANs: one using plain level images, one using both the images and some of the features extracted during the preliminary analysis. We used the two networks to generate new levels and compared the results to assess whether the network trained using also the topological features could generate levels more similar to human-designed ones. Our results show that GANs can capture intrinsic structure of DOOM levels and appears to be a promising approach to level generation in first person shooter games.
Key facts. Cited by 15 papers in the map (data through 7 Oct 2026). First posted on arXiv 24 Apr 2018.
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Citing papers per year: 2021: 3; 2022: 4; 2023: 4; 2024: 3; 2025: 1.
15 papers.
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- 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
- 2022Polarity Sampling: Quality and Diversity Control of Pre-Trained Generative Networks via Singular Valuescited by 21
- 2021World-GAN: a Generative Model for Minecraft Worldscited by 14
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learningcited by 4
- 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Modelscited by 1
3 more
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning24 Mar 2025
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds5 Sep 2023
- 2023Procedural content generation of puzzle games using conditional generative adversarial networks26 Jun 2023
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learning7 Jun 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 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
- 2022Polarity Sampling: Quality and Diversity Control of Pre-Trained Generative Networks via Singular Values3 Mar 2022
3 more
- 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
- 2022Polarity Sampling: Quality and Diversity Control of Pre-Trained Generative Networks via Singular Valuescited by 21
- 2021World-GAN: a Generative Model for Minecraft Worldscited by 14
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learningcited by 4
- 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Modelscited by 1
12 most cited of 15 All 15 (JSON)
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning24 Mar 2025
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds5 Sep 2023
- 2023Procedural content generation of puzzle games using conditional generative adversarial networks26 Jun 2023
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learning7 Jun 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 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
- 2022Polarity Sampling: Quality and Diversity Control of Pre-Trained Generative Networks via Singular Values3 Mar 2022
12 newest of 15 All 15 (JSON)