mlsanityData to 7 Oct 2026

Talakat: Bullet Hell Generation through Constrained Map-Elites

arXiv 1806.04718 ↗First posted 12 Jun 2018cs.AIcited by 26

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Abstract (arXiv)

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.

Key facts. Cited by 26 papers in the map (data through 7 Oct 2026). First posted on arXiv 12 Jun 2018.

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 5; 2022: 10; 2023: 5; 2024: 3; 2025: 1; 2026: 2.

26 papers.

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  1. 2022Deep Surrogate Assisted Generation of Environmentscited by 40
  2. 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
  3. 2022Covariance Matrix Adaptation MAP-Annealingcited by 24
  4. 2023Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learningcited by 20
  5. 2022Multi-Objective Quality Diversity Optimizationcited by 18
  6. 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
  7. 2022TropeTwist: Trope-based Narrative Structure Generationcited by 8
  8. 2023Surrogate Assisted Generation of Human-Robot Interaction Scenarioscited by 8
  9. 2022Quality Diversity Evolutionary Learning of Decision Treescited by 7
  10. 2021Generating Diverse and Competitive Play-Styles for Strategy Gamescited by 6
  11. 2022Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structurescited by 6
  12. 2024Measuring Diversity of Game Scenarioscited by 5
14 more
  1. 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Gamescited by 5
  2. 2024Multi-Objective Quality-Diversity for Crystal Structure Predictioncited by 4
  3. 2022Augmentative Topology Agents For Open-Ended Learningcited by 3
  4. 2021Exploring open-ended gameplay features with Micro RollerCoaster Tycooncited by 2
  5. 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANscited by 2
  6. 2022EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCscited by 2
  7. 2023Improving the Data Efficiency of Multi-Objective Quality-Diversity through Gradient Assistance and Crowding Explorationcited by 2
  8. 2022Illuminating the Space of Enemies Through MAP-Elitescited by 1
  9. 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
  10. 2024Preference-Conditioned Gradient Variations for Multi-Objective Quality-Diversitycited by 1
  11. 2021Rinascimento: searching the behaviour space of Splendorcited by 0
  12. 2023Automated Graph Genetic Algorithm based Puzzle Validation for Faster Game Designcited by 0
  13. 2026Procedural Generation of First Person Shooter Maps using Map-Elitescited by 0
  14. 2026Learning Hierarchical Skill Policies with Offline Quality-Diversity Reinforcement Learningcited by 0