Sequential Segment-based Level Generation and Blending using Variational Autoencoders
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Abstract (arXiv)
Existing methods of level generation using latent variable models such as VAEs and GANs do so in segments and produce the final level by stitching these separately generated segments together. In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments. By further combining the VAE with a classifier that determines whether to place the generated segment to the top, bottom, left or right of the previous segment, we obtain a pipeline that enables the generation of arbitrarily long levels that progress in any of these four directions and are composed of segments that logically follow one another. In addition to generating more coherent levels of non-fixed length, this method also enables implicit blending of levels from separate games that do not have similar orientation. We demonstrate our approach using levels from Super Mario Bros., Kid Icarus and Mega Man, showing that our method produces levels that are more coherent than previous latent variable-based approaches and are capable of blending levels across games.
Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). First posted on arXiv 17 Jul 2020.
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Citing papers per year: 2021: 7; 2022: 3; 2023: 1; 2024: 1; 2025: 2.
14 papers.
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- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variationscited by 4
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2022On Linking Level Segmentscited by 1
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
2 more
- 2025Level Generation with Constrained Expressive Rangecited by 1
- 2023Game Level Blending using a Learned Level Representationcited by 0
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2022Generating Game Levels of Diverse Behaviour Engagement5 Jul 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022On Linking Level Segments9 Mar 2022
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games26 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations27 May 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraftcited by 17
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Gamescited by 9
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variationscited by 4
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2022On Linking Level Segmentscited by 1
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
12 most cited of 14 All 14 (JSON)
- 2025Level Generation with Constrained Expressive Range4 Apr 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2022Generating Game Levels of Diverse Behaviour Engagement5 Jul 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022On Linking Level Segments9 Mar 2022
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games26 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations27 May 2021
12 newest of 14 All 14 (JSON)