Conditional Level Generation and Game Blending
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Abstract (arXiv)
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and applications enabled by conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using labeled data, thus enabling outputs to be generated conditioned on some input. We studied how increased control in the level generation process and the ability to produce desired outputs via training on labeled game level data could build on prior PCGML methods. Through our results of training CVAEs on levels from Super Mario Bros., Kid Icarus and Mega Man, we show that such models can assist in level design by generating levels with desired level elements and patterns as well as producing blended levels with desired combinations of games.
Key facts. Cited by 17 papers in the map (data through 7 Oct 2026). First posted on arXiv 13 Oct 2020.
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Citing papers per year: 2021: 5; 2022: 4; 2023: 6; 2024: 1; 2025: 1.
17 papers.
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- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 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
- 2023Lode Encoder: AI-constrained co-creativitycited by 6
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
5 more
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2023PCGPT: Procedural Content Generation via Transformerscited by 1
- 2022Latent Combinational Game Designcited by 0
- 2023Game Level Blending using a Learned Level Representationcited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Broscited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros30 Jun 2025
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023PCGPT: Procedural Content Generation via Transformers3 Oct 2023
- 2023Lode Encoder: AI-constrained co-creativity2 Aug 2023
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 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
- 2022Deep Surrogate Assisted Generation of Environments9 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
5 more
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
- 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEs17 Jun 2021
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modelling18 May 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
- 2023PCGPT: Procedural Content Generation via Transformerscited by 1
- 2023PCGPT: Procedural Content Generation via Transformers3 Oct 2023
- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2022Deep Surrogate Assisted Generation of Environmentscited by 40
- 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
- 2023Lode Encoder: AI-constrained co-creativitycited by 6
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
12 most cited of 15 All 15 (JSON)
- 2024DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft23 Apr 2024
- 2023Lode Encoder: AI-constrained co-creativity2 Aug 2023
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 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
- 2022Deep Surrogate Assisted Generation of Environments9 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021
12 newest of 15 All 15 (JSON)