# Co-generation of game levels and game-playing agents

arXiv: https://arxiv.org/abs/2007.08497 · HTML: https://mlsanity.com/paper/2007.08497/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 16 Jul 2020.

## Built on by (most cited first, 14 of 14)

- [Automated Design of Agentic Systems](https://mlsanity.com/paper/2408.08435/) (2024)
- [Evolving Curricula with Regret-Based Environment Design](https://mlsanity.com/paper/2203.01302/) (2022)
- [Deep Surrogate Assisted Generation of Environments](https://mlsanity.com/paper/2206.04199/) (2022)
- [A Definition of Open-Ended Learning Problems for Goal-Conditioned Agents](https://mlsanity.com/paper/2311.00344/) (2023)
- [Stabilizing Unsupervised Environment Design with a Learned Adversary](https://mlsanity.com/paper/2308.10797/) (2023)
- [Surrogate Assisted Generation of Human-Robot Interaction Scenarios](https://mlsanity.com/paper/2304.13787/) (2023)
- [Digital Red Queen: Adversarial Program Evolution in Core War with LLMs](https://mlsanity.com/paper/2601.03335/) (2026)
- [Transfer Dynamics in Emergent Evolutionary Curricula](https://mlsanity.com/paper/2203.10941/) (2022)
- [Hierarchically Composing Level Generators for the Creation of Complex Structures](https://mlsanity.com/paper/2302.01561/) (2023)
- [Augmentative Topology Agents For Open-Ended Learning](https://mlsanity.com/paper/2210.11442/) (2022)
- [Enabling Adaptive Agent Training in Open-Ended Simulators by Targeting Diversity](https://mlsanity.com/paper/2411.04466/) (2024)
- [Watts: Infrastructure for Open-Ended Learning](https://mlsanity.com/paper/2204.13250/) (2022)
- [Multi-Agent Interplay in a Competitive Survival Environment](https://mlsanity.com/paper/2301.08030/) (2023)
- [Evolutionary Machine Learning and Games](https://mlsanity.com/paper/2311.16172/) (2023)

## Abstract (arXiv)

Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree of this ability is a goal with clear applications to procedural content generation in games. The Paired Open-Ended Trailblazer (POET) algorithm, heretofore explored only in a biped walking domain, is a coevolutionary system that simultaneously generates environments and agents that can solve them. This paper introduces a POET-Inspired Neuroevolutionary System for KreativitY (PINSKY) in games, which co-generates levels for multiple video games and agents that play them. This system leverages the General Video Game Artificial Intelligence (GVGAI) framework to enable co-generation of levels and agents for the 2D Atari-style games Zelda and Solar Fox. Results demonstrate the ability of PINSKY to generate curricula of game levels, opening up a promising new avenue for research at the intersection of procedural content generation and artificial life. At the same time, results in these challenging game domains highlight the limitations of the current algorithm and opportunities for improvement.
