# Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network

arXiv: https://arxiv.org/abs/1805.00728 · HTML: https://mlsanity.com/paper/1805.00728/

## Key facts

- Cited by 76 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 2 May 2018.

## Built on by (most cited first, 30 of 76)

- [Differentiable Quality Diversity](https://mlsanity.com/paper/2106.03894/) (2021)
- [Automated Reinforcement Learning (AutoRL): A Survey and Open Problems](https://mlsanity.com/paper/2201.03916/) (2022)
- [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)
- [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)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [Creativity and Machine Learning: A Survey](https://mlsanity.com/paper/2104.02726/) (2021)
- [ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design](https://mlsanity.com/paper/2303.02155/) (2023)
- [Learning Controllable 3D Level Generators](https://mlsanity.com/paper/2206.13623/) (2022)
- [Multi-Robot Coordination and Layout Design for Automated Warehousing](https://mlsanity.com/paper/2305.06436/) (2023)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks](https://mlsanity.com/paper/2101.07868/) (2021)
- [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)
- [The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings](https://mlsanity.com/paper/2308.04052/) (2023)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [On Deep Generative Models for Approximation and Estimation of Distributions on Manifolds](https://mlsanity.com/paper/2302.13183/) (2023)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [COIL: Constrained Optimization in Learned Latent Space: Learning Representations for Valid Solutions](https://mlsanity.com/paper/2202.02163/) (2022)
- [Mutation Models: Learning to Generate Levels by Imitating Evolution](https://mlsanity.com/paper/2206.05497/) (2022)
- [Open-Ended Evolution for Minecraft Building Generation](https://mlsanity.com/paper/2209.03108/) (2022)
- [RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games](https://mlsanity.com/paper/2307.01676/) (2023)
- [PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators](https://mlsanity.com/paper/2408.12525/) (2024)
- [AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction](https://mlsanity.com/paper/2504.01014/) (2025)
- [Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolution](https://mlsanity.com/paper/2104.06106/) (2021)
- [Learning Synthetic Environments and Reward Networks for Reinforcement Learning](https://mlsanity.com/paper/2202.02790/) (2022)

## Abstract (arXiv)

Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
