# Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man

arXiv: https://arxiv.org/abs/2102.00337 · HTML: https://mlsanity.com/paper/2102.00337/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 27 references that are in the map.
- First posted on arXiv 30 Jan 2021.

## Builds on (most cited first, 13 of 13)

- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Conditional Generative Adversarial Nets](https://mlsanity.com/paper/1411.1784/) (2014)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks](https://mlsanity.com/paper/2004.00151/) (2020)
- [CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation](https://mlsanity.com/paper/2004.01703/) (2020)
- [Deep Interactive Evolution](https://mlsanity.com/paper/1801.08230/) (2018)
- [Sequential Segment-based Level Generation and Blending using Variational Autoencoders](https://mlsanity.com/paper/2007.08746/) (2020)
- [Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks](https://mlsanity.com/paper/2101.07868/) (2021)
- [Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda](https://mlsanity.com/paper/2001.05065/) (2020)
- [DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution](https://mlsanity.com/paper/1705.07386/) (2017)

## Built on by (most cited first, 3 of 3)

- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [Ensemble Learning For Mega Man Level Generation](https://mlsanity.com/paper/2107.12524/) (2021)
- [Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models](https://mlsanity.com/paper/2410.23108/) (2024)

## Abstract (arXiv)

Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be orthogonally adjacent in any direction, meaning that an otherwise fine segment might impose a barrier between its neighbor depending on what sorts of segments in the training set are being most closely emulated: horizontal, vertical, or corner segments. To pick appropriate segments, multiple GANs were trained on different types of segments to ensure better flow between segments. Flow was further improved by evolving the latent vectors for the segments being joined in the level to maximize the length of the level's solution path. Using multiple GANs to represent different types of segments results in significantly longer solution paths than using one GAN for all segment types, and a human subject study verifies that these levels are more fun and have more human-like design than levels produced by one GAN.
