Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations
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Abstract (arXiv)
Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but individual segments may not fit together cohesively. In contrast, segments in human designed levels are often repeated, directly or with variation, and organized into patterns (the symmetric eagle in Level 1 of The Legend of Zelda, or repeated pipe motifs in Super Mario Bros). Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs). CPPNs define latent vector GAN inputs as a function of geometry, organizing segments output by a GAN into complete levels. However, collections of latent vectors can also be evolved directly, producing more chaotic levels. We propose a hybrid approach that evolves CPPNs first, but allows latent vectors to evolve later, combining the benefits of both approaches. These approaches are evaluated in Super Mario Bros. and The Legend of Zelda. We previously demonstrated via a Quality-Diversity algorithm that CPPNs better cover the space of possible levels than directly evolved levels. Here, we show that the hybrid approach (1) covers areas that neither of the other methods can, and (2) achieves comparable or superior QD scores.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 14 of its 39 references that are in the map. First posted on arXiv 27 May 2021.
Builds on
14 of 39 references.
References · 14
- 2018Large Scale GAN Training for High Fidelity Natural Image Synthesiscited by 2,609
- 2016HyperNetworkscited by 1,003
- 2015Illuminating search spaces by mapping elitescited by 406
- 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
- 2019COCO-GAN: Generation by Parts via Conditional Coordinatingcited by 67
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
- 2020TOAD-GAN: Coherent Style Level Generation from a Single Examplecited by 22
- 2020CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generationcited by 19
- 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
- 2020Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zeldacited by 8
- 2016Convolution by Evolution: Differentiable Pattern Producing Networkscited by 7
Built on by
Citing papers per year: 2023: 2; 2024: 1; 2025: 1.
4 papers.
- 2023Evolutionary Reinforcement Learning: A Surveycited by 24
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2023Evolutionary Machine Learning and Gamescited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Broscited by 0
- 2025Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros30 Jun 2025
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Evolutionary Machine Learning and Games20 Nov 2023
- 2023Evolutionary Reinforcement Learning: A Survey7 Mar 2023