Controllable Level Blending between Games using Variational Autoencoders
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Abstract (arXiv)
Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are artificial neural networks that learn and use latent representations of datasets to generate novel outputs. We train a VAE on level data from Super Mario Bros. and Kid Icarus, enabling it to capture the latent space spanning both games. We then use this space to generate level segments that combine properties of levels from both games. Moreover, by applying evolutionary search in the latent space, we evolve level segments satisfying specific constraints. We argue that these affordances make the VAE-based approach especially suitable for co-creative level design and compare its performance with similar generative models like the GAN and the VAE-GAN.
Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). First posted on arXiv 27 Feb 2020.
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Citing papers per year: 2021: 4; 2022: 3; 2023: 4; 2024: 0; 2025: 1; 2026: 2.
14 papers.
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- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMscited by 3
- 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Joint Level Generation and Translation Using Gameplay Videoscited by 1
- 2025Level Generation with Constrained Expressive Rangecited by 1
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representationcited by 1
- 2022Latent Combinational Game Designcited by 0
2 more
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation25 Mar 2026
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Joint Level Generation and Translation Using Gameplay Videos29 Jun 2023
- 2023Procedural content generation of puzzle games using conditional generative adversarial networks26 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Latent Combinational Game Design28 Jun 2022
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning7 Oct 2021
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMs27 Jul 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMscited by 3
- 2023Procedural content generation of puzzle games using conditional generative adversarial networkscited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Joint Level Generation and Translation Using Gameplay Videoscited by 1
- 2025Level Generation with Constrained Expressive Rangecited by 1
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representationcited by 1
- 2022Latent Combinational Game Designcited by 0
12 most cited of 14 All 14 (JSON)
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation25 Mar 2026
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Joint Level Generation and Translation Using Gameplay Videos29 Jun 2023
- 2023Procedural content generation of puzzle games using conditional generative adversarial networks26 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Latent Combinational Game Design28 Jun 2022
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning7 Oct 2021
- 2021Generating Lode Runner Levels by Learning Player Paths with LSTMs27 Jul 2021
12 newest of 14 All 14 (JSON)