mlsanityData to 7 Oct 2026

DOOM Level Generation using Generative Adversarial Networks

arXiv 1804.09154 ↗First posted 24 Apr 2018cs.LG cs.HC stat.MLcited by 15

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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.

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