mlsanityData to 7 Oct 2026

Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks

arXiv 2004.00151 ↗First posted 31 Mar 2020cs.NE cs.AIcited by 22

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Abstract (arXiv)

Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable Evolution (LVE) has recently been applied to game levels. However, it is hard for objective scores to capture level features that are appealing to players. Therefore, this paper introduces a tool for interactive LVE of tile-based levels for games. The tool also allows for direct exploration of the latent dimensions, and allows users to play discovered levels. The tool works for a variety of GAN models trained for both Super Mario Bros. and The Legend of Zelda, and is easily generalizable to other games. A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels. User feedback also indicates how this system could eventually grow into a commercial design tool, with the addition of a few enhancements.

Key facts. Cited by 22 papers in the map (data through 7 Oct 2026). First posted on arXiv 31 Mar 2020.

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Citing papers per year: 2021: 7; 2022: 4; 2023: 4; 2024: 4; 2025: 2; 2026: 1.

22 papers.

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  1. 2021Constrained Graphic Layout Generation via Latent Optimizationcited by 83
  2. 2023Level Generation Through Large Language Modelscited by 68
  3. 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
  4. 2023ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Designcited by 20
  5. 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
  6. 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
  7. 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
  8. 2023Lode Encoder: AI-constrained co-creativitycited by 6
  9. 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
  10. 2024Measuring Diversity of Game Scenarioscited by 5
  11. 2022Minimal Neural Network Models for Permutation Invariant Agentscited by 4
  12. 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
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  1. 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
  2. 2021Toward Co-creative Dungeon Generation via Transfer Learningcited by 1
  3. 2022Audio-guided Album Cover Art Generation with Genetic Algorithmscited by 1
  4. 2024Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Modelscited by 1
  5. 2025Video Game Level Design as a Multi-Agent Reinforcement Learning Problemcited by 1
  6. 2022Intercategorical Label Interpolation for Emotional Face Generation with Conditional Generative Adversarial Networkscited by 0
  7. 2024Collaborative Interactive Evolution of Art in the Latent Space of Deep Generative Modelscited by 0
  8. 2024Improving Conditional Level Generation using Automated Validation in Match-3 Gamescited by 0
  9. 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Broscited by 0
  10. 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0