# Mario Level Generation From Mechanics Using Scene Stitching

arXiv: https://arxiv.org/abs/2002.02992 · HTML: https://mlsanity.com/paper/2002.02992/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 7 Feb 2020.

## Built on by (most cited first, 8 of 8)

- [DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft](https://mlsanity.com/paper/2404.15538/) (2024)
- [Simulating the Visual World with Artificial Intelligence: A Roadmap](https://mlsanity.com/paper/2511.08585/) (2025)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [Predicting Personas Using Mechanic Frequencies and Game State Traces](https://mlsanity.com/paper/2203.13351/) (2022)
- [Game Mechanic Alignment Theory and Discovery](https://mlsanity.com/paper/2102.10247/) (2021)
- [On Linking Level Segments](https://mlsanity.com/paper/2203.05057/) (2022)
- [Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials](https://mlsanity.com/paper/2204.05217/) (2022)
- [The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games](https://mlsanity.com/paper/2311.04710/) (2023)

## 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.
