Mech-Elites: Illuminating the Mechanic Space of GVGAI
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Abstract (arXiv)
This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for 4 different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.
Key facts. Cited by 13 papers in the map (data through 7 Oct 2026). First posted on arXiv 11 Feb 2020.
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Citing papers per year: 2021: 3; 2022: 5; 2023: 2; 2024: 2; 2025: 0; 2026: 1.
13 papers.
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- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024Goals as Reward-Producing Programscited by 14
- 2022TropeTwist: Trope-based Narrative Structure Generationcited by 8
- 2022Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structurescited by 6
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2021Exploring open-ended gameplay features with Micro RollerCoaster Tycooncited by 2
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2022Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elitescited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approachcited by 1
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Gamescited by 0
1 more
- 2026Procedural Generation of First Person Shooter Maps using Map-Elites28 May 2026
- 2024Goals as Reward-Producing Programs21 May 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games8 Nov 2023
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach18 Sep 2023
- 2022Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures11 Oct 2022
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022TropeTwist: Trope-based Narrative Structure Generation31 Mar 2022
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2022Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites18 Feb 2022
- 2021Exploring open-ended gameplay features with Micro RollerCoaster Tycoon10 May 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
1 more
- 2021Game Mechanic Alignment Theory and Discovery20 Feb 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024Goals as Reward-Producing Programscited by 14
- 2022TropeTwist: Trope-based Narrative Structure Generationcited by 8
- 2022Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structurescited by 6
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2021Exploring open-ended gameplay features with Micro RollerCoaster Tycooncited by 2
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2022Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elitescited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approachcited by 1
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Gamescited by 0
12 most cited of 13 All 13 (JSON)
- 2026Procedural Generation of First Person Shooter Maps using Map-Elites28 May 2026
- 2024Goals as Reward-Producing Programs21 May 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games8 Nov 2023
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach18 Sep 2023
- 2022Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures11 Oct 2022
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022TropeTwist: Trope-based Narrative Structure Generation31 Mar 2022
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2022Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites18 Feb 2022
- 2021Exploring open-ended gameplay features with Micro RollerCoaster Tycoon10 May 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
12 newest of 13 All 13 (JSON)