Mario Level Generation From Mechanics Using Scene Stitching
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Abstract (arXiv)
This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.
Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). First posted on arXiv 7 Feb 2020.
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Citing papers per year: 2021: 2; 2022: 3; 2023: 1; 2024: 1; 2025: 1.
8 papers.
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2025Simulating the Visual World with Artificial Intelligence: A Roadmapcited by 15
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2022On Linking Level Segmentscited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Gamescited by 0
- 2025Simulating the Visual World with Artificial Intelligence: A Roadmap11 Nov 2025
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games8 Nov 2023
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2022On Linking Level Segments9 Mar 2022
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Game Mechanic Alignment Theory and Discovery20 Feb 2021