Dungeon and Platformer Level Blending and Generation using Conditional VAEs
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Abstract (arXiv)
Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVAEs) were recently shown capable of generating output that can be modified using labels specifying desired content, albeit working with segments of levels and platformers exclusively. We expand these works by using CVAEs for generating whole platformer and dungeon levels, and blending levels across these genres. We show that CVAEs can reliably control door placement in dungeons and progression direction in platformer levels. Thus, by using appropriate labels, our approach can generate whole dungeons and platformer levels of interconnected rooms and segments respectively as well as levels that blend dungeons and platformers. We demonstrate our approach using The Legend of Zelda, Metroid, Mega Man and Lode Runner.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). Builds on 20 of its 35 references that are in the map. First posted on arXiv 17 Jun 2021.
Builds on
20 of 35 references.
References · 20
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- 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
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- 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
8 more
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2020Towards Game Design via Creative Machine Learning (GDCML)cited by 12
- 2020Conceptual Game Expansioncited by 11
- 2020Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoderscited by 11
- 2020Game Level Clustering and Generation using Gaussian Mixture VAEscited by 9
- 2020Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zeldacited by 8
- 2020Mario Level Generation From Mechanics Using Scene Stitchingcited by 8
- 2021Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Mancited by 3
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Citing papers per year: 2022: 4; 2023: 4; 2024: 1; 2025: 0; 2026: 1.
10 papers.
- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
- 2022TropeTwist: Trope-based Narrative Structure Generationcited by 8
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
- 2023Joint Level Generation and Translation Using Gameplay Videoscited by 1
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representationcited by 1
- 2022Latent Combinational Game Designcited by 0
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Gamescited by 0
- 2026Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation25 Mar 2026
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2023Joint Level Generation and Translation Using Gameplay Videos29 Jun 2023
- 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)1 May 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2023Level Generation Through Large Language Models11 Feb 2023
- 2022Latent Combinational Game Design28 Jun 2022
- 2022Mutation Models: Learning to Generate Levels by Imitating Evolution11 Jun 2022
- 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry31 May 2022
- 2022TropeTwist: Trope-based Narrative Structure Generation31 Mar 2022