# The Road Less Travelled: Trying And Failing To Generate Walking Simulators

arXiv: https://arxiv.org/abs/2104.10789 · HTML: https://mlsanity.com/paper/2104.10789/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 2 of its 13 references that are in the map.
- First posted on arXiv 21 Apr 2021.

## Builds on (most cited first, 2 of 2)

- [Towards Game Design via Creative Machine Learning (GDCML)](https://mlsanity.com/paper/2008.13548/) (2020)
- [A Vision For Continuous Automated Game Design](https://mlsanity.com/paper/1707.09661/) (2017)

## Built on by (most cited first, 1 of 1)

- [Evaluating Environments Using Exploratory Agents](https://mlsanity.com/paper/2409.02632/) (2024)

## Abstract (arXiv)

Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes several attempts to build an automated game designer for 3D games more focused on space, atmosphere and experience. We describe our attempts to build these systems, why they failed, and what steps and future work we believe would be useful for future attempts by others.
