# Towards Game Design via Creative Machine Learning (GDCML)

arXiv: https://arxiv.org/abs/2008.13548 · HTML: https://mlsanity.com/paper/2008.13548/

## Key facts

- Cited by 13 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Jul 2020.

## Built on by (most cited first, 13 of 13)

- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [DreamGarden: A Designer Assistant for Growing Games from a Single Prompt](https://mlsanity.com/paper/2410.01791/) (2024)
- [Grammar-based Game Description Generation using Large Language Models](https://mlsanity.com/paper/2407.17404/) (2024)
- [Lode Encoder: AI-constrained co-creativity](https://mlsanity.com/paper/2308.01312/) (2023)
- [Adversarial Random Forest Classifier for Automated Game Design](https://mlsanity.com/paper/2107.12501/) (2021)
- [tile2tile: Learning Game Filters for Platformer Style Transfer](https://mlsanity.com/paper/2208.07699/) (2022)
- [Procedural Content Generation via Knowledge Transformation (PCG-KT)](https://mlsanity.com/paper/2305.00644/) (2023)
- [The Road Less Travelled: Trying And Failing To Generate Walking Simulators](https://mlsanity.com/paper/2104.10789/) (2021)
- [Advances in Electron Microscopy with Deep Learning](https://mlsanity.com/paper/2101.01178/) (2021)
- [Latent Combinational Game Design](https://mlsanity.com/paper/2206.14203/) (2022)
- [Application of machine learning to monster level prediction in tabletop RPG game design](https://mlsanity.com/paper/2607.09196/) (2026)
- [World Editing: Intervening on Executable Worlds at Increasing Depth](https://mlsanity.com/paper/2610.02331/) (2026)

## Abstract (arXiv)

In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music generation and style transfer. However, similar creative ML techniques have not been as widely adopted in the domain of game design despite the emergence of ML-based methods for generating game content. In this paper, we argue for leveraging and repurposing such creative techniques for designing content for games, referring to these as approaches for Game Design via Creative ML (GDCML). We highlight existing systems that enable GDCML and illustrate how creative ML can inform new systems via example applications and a proposed system.
