Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders
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Abstract (arXiv)
Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational creativity or the recombination, adaptation, and reuse of ideas and concepts between and across domains. In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains. We extend prior work involving example-driven Binary Space Partitioning for recombining and reusing patterns in multiple domains, and incorporate Variational Autoencoders (VAEs) for generating unseen structures. We evaluate our approach by blending across 7 domains and subsets of those domains. We show that our approach is able to blend domains together while retaining structural components. Additionally, by using different groups of training domains our approach is able to generate both 1) levels that reproduce and capture features of a target domain, and 2) levels that have vastly different properties from the input domain.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 17 Jun 2020.
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Citing papers per year: 2021: 2; 2022: 2; 2023: 4; 2024: 1; 2025: 1; 2026: 1.
11 papers.
- 2023Level Generation Through Large Language Modelscited by 68
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integrationcited by 22
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2023Lode Encoder: AI-constrained co-creativitycited by 6
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
- 2022Latent Combinational Game Designcited by 0
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learningcited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0
- 2026Learning Local Constraints for Reinforcement-Learned Content Generators13 May 2026
- 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning29 Sep 2025
- 2024Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration21 Oct 2024
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023Lode Encoder: AI-constrained co-creativity2 Aug 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023Level Generation Through Large Language Models11 Feb 2023
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Latent Combinational Game Design28 Jun 2022
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021