Addressing the Fundamental Tension of PCGML with Discriminative Learning
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Abstract (arXiv)
Procedural content generation via machine learning (PCGML) is typically framed as the task of fitting a generative model to full-scale examples of a desired content distribution. This approach presents a fundamental tension: the more design effort expended to produce detailed training examples for shaping a generator, the lower the return on investment from applying PCGML in the first place. In response, we propose the use of discriminative models (which capture the validity of a design rather the distribution of the content) trained on positive and negative examples. Through a modest modification of WaveFunctionCollapse, a commercially-adopted PCG approach that we characterize as using elementary machine learning, we demonstrate a new mode of control for learning-based generators. We demonstrate how an artist might craft a focused set of additional positive and negative examples by critique of the generator's previous outputs. This interaction mode bridges PCGML with mixed-initiative design assistance tools by working with a machine to define a space of valid designs rather than just one new design.
Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). First posted on arXiv 10 Sep 2018.
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Citing papers per year: 2021: 1; 2022: 0; 2023: 2; 2024: 2; 2025: 1; 2026: 2.
8 papers.
- 2023Level Generation Through Large Language Modelscited by 68
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generatorscited by 7
- 202110 Years of the PCG workshop: Past and Future Trendscited by 6
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
- 2023Level Assembly as a Markov Decision Processcited by 0
- 2026RuleSmith: Multi-Agent LLMs for Automated Game Balancingcited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026RuleSmith: Multi-Agent LLMs for Automated Game Balancing5 Feb 2026
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2024PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators22 Aug 2024
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Level Generation Through Large Language Models11 Feb 2023
- 202110 Years of the PCG workshop: Past and Future Trends21 Mar 2021