mlsanityData to 7 Oct 2026

World-GAN: a Generative Model for Minecraft Worlds

arXiv 2106.10155 ↗First posted 18 Jun 2021cs.LG cs.CV cs.NEcited by 14

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Abstract (arXiv)

This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to create arbitrarily sized world snippets from a given sample. We evaluate our approach on creations from the community as well as structures generated with the Minecraft World Generator. Our method is motivated by the dense representations used in Natural Language Processing (NLP) introduced with word2vec [1]. The proposed block2vec representations make World-GAN independent from the number of different blocks, which can vary a lot in Minecraft, and enable the generation of larger levels. Finally, we demonstrate that changing this new representation space allows us to change the generated style of an already trained generator. World-GAN enables its users to generate Minecraft worlds based on parts of their creations.

Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). Builds on 20 of its 32 references that are in the map. First posted on arXiv 18 Jun 2021.

Builds on

20 of 32 references.

References · 20

  1. 2018BERT: Pre-training of Deep Bidirectional Transformers for Language Understandingcited by 40,204
  2. 2013Efficient Estimation of Word Representations in Vector Spacecited by 4,346
  3. 2017Improved Training of Wasserstein GANscited by 2,223
  4. 2019SinGAN: Learning a Generative Model from a Single Natural Imagecited by 348
  5. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  6. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  7. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  8. 2021Growing 3D Artefacts and Functional Machines with Neural Cellular Automatacited by 38
  9. 2021Minimum-Distortion Embeddingcited by 26
  10. 2020EvoCraft: A New Challenge for Open-Endednesscited by 23
  11. 2018Generative Design in Minecraft (GDMC), Settlement Generation Competitioncited by 22
  12. 2020TOAD-GAN: Coherent Style Level Generation from a Single Examplecited by 22
8 more
  1. 2019Tile Pattern KL-Divergence for Analysing and Evolving Game Levelscited by 16
  2. 2018DOOM Level Generation using Generative Adversarial Networkscited by 15
  3. 2019Organic Building Generation in Minecraftcited by 10
  4. 2021The AI Settlement Generation Challenge in Minecraft: First Year Reportcited by 9
  5. 2019Generative Design in Minecraft: Chronicle Challengecited by 8
  6. 2020Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zeldacited by 8
  7. 2020Entity Embedding as Game Representationcited by 8
  8. 2020Capturing Local and Global Patterns in Procedural Content Generation via Machine Learningcited by 4

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2022: 1; 2023: 4; 2024: 4; 2025: 4; 2026: 1.

14 papers.

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