# Designer Modeling through Design Style Clustering

arXiv: https://arxiv.org/abs/2004.01697 · HTML: https://mlsanity.com/paper/2004.01697/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 3 Apr 2020.

## Built on by (most cited first, 2 of 2)

- [Homogenization Effects of Large Language Models on Human Creative Ideation](https://mlsanity.com/paper/2402.01536/) (2024)
- [Spiders Based on Anxiety: How Reinforcement Learning Can Deliver Desired User Experience in Virtual Reality Personalized Arachnophobia Treatment](https://mlsanity.com/paper/2409.17406/) (2024)

## Abstract (arXiv)

We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.
