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

arXiv: https://arxiv.org/abs/2104.06106 · HTML: https://mlsanity.com/paper/2104.06106/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Builds on 12 of its 28 references that are in the map.
- First posted on arXiv 13 Apr 2021.

## Builds on (most cited first, 12 of 12)

- [Efficient Estimation of Word Representations in Vector Space](https://mlsanity.com/paper/1301.3781/) (2013)
- [Improved Training of Wasserstein GANs](https://mlsanity.com/paper/1704.00028/) (2017)
- [Generating Sentences from a Continuous Space](https://mlsanity.com/paper/1511.06349/) (2015)
- [Quantifying Generalization in Reinforcement Learning](https://mlsanity.com/paper/1812.02341/) (2018)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Character-Aware Neural Language Models](https://mlsanity.com/paper/1508.06615/) (2015)
- [A Hierarchical Latent Vector Model for Learning Long-Term Structure in Music](https://mlsanity.com/paper/1803.05428/) (2018)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds](https://mlsanity.com/paper/1902.02518/) (2019)

## Built on by (most cited first, 6 of 6)

- [ChatGPT4PCG Competition: Character-like Level Generation for Science Birds](https://mlsanity.com/paper/2303.15662/) (2023)
- [Discount Model Search for Quality Diversity Optimization in High-Dimensional Measure Spaces](https://mlsanity.com/paper/2601.01082/) (2026)
- [Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds](https://mlsanity.com/paper/2309.02614/) (2023)
- [Evolutionary Machine Learning and Games](https://mlsanity.com/paper/2311.16172/) (2023)
- [LVNS-RAVE: Diversified audio generation with RAVE and Latent Vector Novelty Search](https://mlsanity.com/paper/2404.14063/) (2024)
- [From Unstable to Playable: Stabilizing Angry Birds Levels via Object Segmentation](https://mlsanity.com/paper/2509.23787/) (2025)

## 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.
