Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
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Abstract (arXiv)
Generative Adversarial Networks (GANs) have demonstrated their ability to learn patterns in data and produce new exemplars similar to, but different from, their training set in several domains, including video games. However, GANs have a fixed output size, so creating levels of arbitrary size for a dungeon crawling game is difficult. GANs also have trouble encoding semantic requirements that make levels interesting and playable. This paper combines a GAN approach to generating individual rooms with a graph grammar approach to combining rooms into a dungeon. The GAN captures design principles of individual rooms, but the graph grammar organizes rooms into a global layout with a sequence of obstacles determined by a designer. Room data from The Legend of Zelda is used to train the GAN. This approach is validated by a user study, showing that GAN dungeons are as enjoyable to play as a level from the original game, and levels generated with a graph grammar alone. However, GAN dungeons have rooms considered more complex, and plain graph grammar's dungeons are considered least complex and challenging. Only the GAN approach creates an extensive supply of both layouts and rooms, where rooms span across the spectrum of those seen in the training set to new creations merging design principles from multiple rooms.
Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). First posted on arXiv 14 Jan 2020.
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Citing papers per year: 2021: 6; 2022: 0; 2023: 0; 2024: 1; 2025: 1.
8 papers.
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2021World-GAN: a Generative Model for Minecraft Worldscited by 14
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variationscited by 4
- 2024G-PCGRL: Procedural Graph Data Generation via Reinforcement Learningcited by 4
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
- 2021Toward Co-creative Dungeon Generation via Transfer Learningcited by 1
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Broscited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros30 Jun 2025
- 2024G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning15 Jul 2024
- 2021Toward Co-creative Dungeon Generation via Transfer Learning27 Jul 2021
- 2021World-GAN: a Generative Model for Minecraft Worlds18 Jun 2021
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations27 May 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