mlsanityData to 7 Oct 2026

Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolution

arXiv 2104.06106 ↗First posted 13 Apr 2021cs.AIcited by 6

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Abstract (arXiv)

Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly limited to tile-based level representation. When ML techniques are applied to game domains with non-tile-based level representation, such as Angry Birds, where objects in a level are specified by real-valued parameters, ML often fails to generate playable levels. In this study, we develop a deep-generative-model-based level generation for the game domain of Angry Birds. To overcome these drawbacks, we propose a sequential encoding of a level and process it as text data, whereas existing approaches employ a tile-based encoding and process it as an image. Experiments show that the proposed level generator drastically improves the stability and diversity of generated levels compared with existing approaches. We apply latent variable evolution with the proposed generator to control the feature of a generated level computed through an AI agent's play, while keeping the level stable and natural.

Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 12 of its 28 references that are in the map. First posted on arXiv 13 Apr 2021.

Builds on

12 of 28 references.

References · 12

  1. 2013Efficient Estimation of Word Representations in Vector Spacecited by 4,346
  2. 2017Improved Training of Wasserstein GANscited by 2,223
  3. 2015Generating Sentences from a Continuous Spacecited by 607
  4. 2018Quantifying Generalization in Reinforcement Learningcited by 345
  5. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  6. 2018A Hierarchical Latent Vector Model for Learning Long-Term Structure in Musiccited by 131
  7. 2015Character-Aware Neural Language Modelscited by 129
  8. 2018Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generationcited by 80
  9. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  10. 2020Deep Learning for Procedural Content Generationcited by 73
  11. 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
  12. 2019Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birdscited by 3

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 3; 2024: 1; 2025: 1; 2026: 1.

6 papers.