mlsanityData to 7 Oct 2026

Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study

arXiv 2106.15877 ↗First posted 30 Jun 2021cs.AIcited by 25

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Abstract (arXiv)

We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.

Key facts. Cited by 25 papers in the map (data through 7 Oct 2026). Builds on 15 of its 47 references that are in the map. First posted on arXiv 30 Jun 2021.

Builds on

15 of 47 references.

References · 15

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2016OpenAI Gymcited by 1,684
  3. 2016ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learningcited by 178
  4. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  5. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  6. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  7. 2020Deep Learning for Procedural Content Generationcited by 73
  8. 2019Increasing Generality in Machine Learning through Procedural Content Generationcited by 58
  9. 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
  10. 2019Procedural Content Generation through Quality Diversitycited by 45
  11. 2016The VGLC: The Video Game Level Corpuscited by 41
  12. 2021Adversarial Reinforcement Learning for Procedural Content Generationcited by 36
3 more
  1. 2019Tile Pattern KL-Divergence for Analysing and Evolving Game Levelscited by 16
  2. 2018Quality Diversity Through Surprisecited by 12
  3. 2020A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Broscited by 4

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 3; 2022: 9; 2023: 7; 2024: 2; 2025: 2; 2026: 2.

25 papers.

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  1. 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
  2. 2026Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Taskscited by 13
  3. 2023Affective Game Computing: A Surveycited by 11
  4. 2022Mutation Models: Learning to Generate Levels by Imitating Evolutioncited by 9
  5. 2022Open-Ended Evolution for Minecraft Building Generationcited by 9
  6. 2022Generative Personas That Behave and Experience Like Humanscited by 7
  7. 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
  8. 2021Go-Blend behavior and affectcited by 6
  9. 2024Measuring Diversity of Game Scenarioscited by 5
  10. 2023Hierarchically Composing Level Generators for the Creation of Complex Structurescited by 4
  11. 2021Keiki: Towards Realistic Danmaku Generation via Sequential GANscited by 2
  12. 2021Adapting Procedural Content Generation to Player Personas Through Evolutioncited by 2
13 more
  1. 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
  2. 2022Online Game Level Generation from Musiccited by 2
  3. 2022Towards Objective Metrics for Procedurally Generated Video Game Levelscited by 1
  4. 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
  5. 2022State Space Closure: Revisiting Endless Online Level Generation via Reinforcement Learningcited by 1
  6. 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
  7. 2022Improving Deep Localized Level Analysis: How Game Logs Can Helpcited by 0
  8. 2023Level Assembly as a Markov Decision Processcited by 0
  9. 2023RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mariocited by 0
  10. 2024Closing the Affective Loop via Experience-Driven Reinforcement Learning Designerscited by 0
  11. 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environmentscited by 0
  12. 2025Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learningcited by 0
  13. 2026Learning Local Constraints for Reinforcement-Learned Content Generatorscited by 0