mlsanityData to 7 Oct 2026

Conditional Level Generation and Game Blending

arXiv 2010.07735 ↗First posted 13 Oct 2020cs.LGcited by 17

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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.

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