# Explainable PCGML via Game Design Patterns

arXiv: https://arxiv.org/abs/1809.09419 · HTML: https://mlsanity.com/paper/1809.09419/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Sep 2018.

## Built on by (most cited first, 7 of 7)

- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Gen'eLive! Generating Rhythm Actions in Love Live!](https://mlsanity.com/paper/2202.12823/) (2022)
- [Adversarial Random Forest Classifier for Automated Game Design](https://mlsanity.com/paper/2107.12501/) (2021)
- [tile2tile: Learning Game Filters for Platformer Style Transfer](https://mlsanity.com/paper/2208.07699/) (2022)
- [Ensemble Learning For Mega Man Level Generation](https://mlsanity.com/paper/2107.12524/) (2021)
- [Towards the Generation of Musical Explanations with GPT-3](https://mlsanity.com/paper/2206.08264/) (2022)
- [Improving Conditional Level Generation using Automated Validation in Match-3 Games](https://mlsanity.com/paper/2409.06349/) (2024)

## Abstract (arXiv)

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.
