# The AI Settlement Generation Challenge in Minecraft: First Year Report

arXiv: https://arxiv.org/abs/2103.14950 · HTML: https://mlsanity.com/paper/2103.14950/

## Key facts

- Cited by 9 papers in the map (data through 14 Oct 2026).
- Builds on 4 of its 48 references that are in the map.
- First posted on arXiv 27 Mar 2021.

## Builds on (most cited first, 4 of 4)

- [Generative Design in Minecraft (GDMC), Settlement Generation Competition](https://mlsanity.com/paper/1803.09853/) (2018)
- [Organic Building Generation in Minecraft](https://mlsanity.com/paper/1906.05094/) (2019)
- [Generative Design in Minecraft: Chronicle Challenge](https://mlsanity.com/paper/1905.05888/) (2019)
- [Data-driven Design: A Case for Maximalist Game Design](https://mlsanity.com/paper/1805.12475/) (2018)

## Built on by (most cited first, 9 of 9)

- [MineRL Diamond 2021 Competition: Overview, Results, and Lessons Learned](https://mlsanity.com/paper/2202.10583/) (2022)
- [World-GAN: a Generative Model for Minecraft Worlds](https://mlsanity.com/paper/2106.10155/) (2021)
- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [Open-Ended Evolution for Minecraft Building Generation](https://mlsanity.com/paper/2209.03108/) (2022)
- [MinePlanner: A Benchmark for Long-Horizon Planning in Large Minecraft Worlds](https://mlsanity.com/paper/2312.12891/) (2023)
- [Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation](https://mlsanity.com/paper/2107.02457/) (2021)
- [Hierarchically Composing Level Generators for the Creation of Complex Structures](https://mlsanity.com/paper/2302.01561/) (2023)
- [Automated Isovist Computation for Minecraft](https://mlsanity.com/paper/2204.03752/) (2022)
- [Generating Redstone Style Cities in Minecraft](https://mlsanity.com/paper/2307.09777/) (2023)

## Abstract (arXiv)

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This challenge seeks to focus research into adaptive and holistic procedural content generation. Generating Minecraft towns and villages given existing maps is a suitable task for this, as it requires the generated content to be adaptive, functional, evocative and aesthetic at the same time. Here, we present the results from the first iteration of the competition. We discuss the evaluation methodology, present the different technical approaches by the competitors, and outline the open problems.
