mlsanityData to 13 Oct 2026

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

arXiv 2005.12579 ↗First posted 26 May 2020cs.AI cs.LGcited by 4

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Abstract (arXiv)

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular we augment the neighborhood of a Markov Random Fields approach to not only take local but also symmetric positional information into account. We conduct several empirical tests including a user study that show the improvements achieved by the proposed modifications, and obtain promising results.

Key facts. Cited by 4 papers in the map (data through 13 Oct 2026). First posted on arXiv 26 May 2020.

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Citing papers per year: 2021: 2; 2022: 0; 2023: 0; 2024: 1; 2025: 1.

4 papers.