Bootstrapping Conditional GANs for Video Game Level Generation
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Abstract (arXiv)
Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult togenerate levels that have aesthetic appeal and are playable atthe same time. Additionally, because training data usually islimited, it is challenging to generate unique levels with cur-rent GANs. In this paper, we propose a new GAN architec-ture namedConditional Embedding Self-Attention Genera-tive Adversarial Network(CESAGAN) and a new bootstrap-ping training procedure. The CESAGAN is a modification ofthe self-attention GAN that incorporates an embedding fea-ture vector input to condition the training of the discriminatorand generator. This allows the network to model non-localdependency between game objects, and to count objects. Ad-ditionally, to reduce the number of levels necessary to trainthe GAN, we propose a bootstrapping mechanism in whichplayable generated levels are added to the training set. Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.
Key facts. Cited by 35 papers in the map (data through 14 Oct 2026). First posted on arXiv 3 Oct 2019.
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Citing papers per year: 2021: 11; 2022: 7; 2023: 6; 2024: 5; 2025: 6.
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- 2023Level Generation Through Large Language Modelscited by 68
- 2023On the Constrained Time-Series Generation Problemcited by 54
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 2021On the Importance of Environments in Human-Robot Coordinationcited by 37
- 2021Creativity and Machine Learning: A Surveycited by 21
- 2023Practical PCG Through Large Language Modelscited by 21
- 2022Learning Controllable 3D Level Generatorscited by 19
- 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Datasetcited by 14
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
23 more
- 2021Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolutioncited by 6
- 2021Physics-informed attention-based neural network for solving non-linear partial differential equationscited by 6
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Gamescited by 6
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variationscited by 4
- 2022Minimal Neural Network Models for Permutation Invariant Agentscited by 4
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Modelscited by 3
- 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANscited by 2
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizescited by 2
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2023Controllable Path of Destructioncited by 1
- 2023PCGPT: Procedural Content Generation via Transformerscited by 1
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Modelscited by 1
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problemcited by 1
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Gamescited by 0
- 2025Level Generation with Quantum Reservoir Computingcited by 0
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learningcited by 0
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem6 Oct 2025
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning29 Sep 2025
- 2025Level Generation with Quantum Reservoir Computing19 May 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games27 Mar 2025
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Models18 Mar 2025
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2024Word2World: Generating Stories and Worlds through Large Language Models6 May 2024
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023PCGPT: Procedural Content Generation via Transformers3 Oct 2023
23 more
- 2023On the Constrained Time-Series Generation Problem4 Jul 2023
- 2023Procedural content generation of puzzle games using conditional generative adversarial networks26 Jun 2023
- 2023Controllable Path of Destruction29 May 2023
- 2023Practical PCG Through Large Language Models20 May 2023
- 2023Level Generation Through Large Language Models11 Feb 2023
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizes29 Sep 2022
- 2022Learning Controllable 3D Level Generators27 Jun 2022
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolution11 Jun 2022
- 2022Deep Surrogate Assisted Generation of Environments9 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022Minimal Neural Network Models for Permutation Invariant Agents12 May 2022
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset21 Feb 2022
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
- 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANs7 Jul 2021
- 2021On the Importance of Environments in Human-Robot Coordination21 Jun 2021
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations27 May 2021
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modelling18 May 2021
- 2021Physics-informed attention-based neural network for solving non-linear partial differential equations17 May 2021
- 2021Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolution13 Apr 2021
- 2021Creativity and Machine Learning: A Survey6 Apr 2021
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man30 Jan 2021
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks19 Jan 2021
- 2023PCGPT: Procedural Content Generation via Transformerscited by 1
- 2023PCGPT: Procedural Content Generation via Transformers3 Oct 2023
- 2023Level Generation Through Large Language Modelscited by 68
- 2023On the Constrained Time-Series Generation Problemcited by 54
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 2021On the Importance of Environments in Human-Robot Coordinationcited by 37
- 2021Creativity and Machine Learning: A Surveycited by 21
- 2023Practical PCG Through Large Language Modelscited by 21
- 2022Learning Controllable 3D Level Generatorscited by 19
- 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2022Path of Destruction: Learning an Iterative Level Generator Using a Small Datasetcited by 14
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
12 most cited of 34 All 34 (JSON)
- 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problem6 Oct 2025
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning29 Sep 2025
- 2025Level Generation with Quantum Reservoir Computing19 May 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games27 Mar 2025
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Models18 Mar 2025
- 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models30 Oct 2024
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2024Word2World: Generating Stories and Worlds through Large Language Models6 May 2024
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023On the Constrained Time-Series Generation Problem4 Jul 2023
12 newest of 34 All 34 (JSON)