# Level generation and style enhancement -- deep learning for game development overview

arXiv: https://arxiv.org/abs/2107.07397 · HTML: https://mlsanity.com/paper/2107.07397/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 89 references that are in the map.
- First posted on arXiv 15 Jul 2021.

## Builds on (most cited first, 30 of 44)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Zero-Shot Text-to-Image Generation](https://mlsanity.com/paper/2102.12092/) (2021)
- [Learning Phrase Representations using RNN Encoder-Decoder for Statistical Machine Translation](https://mlsanity.com/paper/1406.1078/) (2014)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [DeepLab: Semantic Image Segmentation with Deep Convolutional Nets, Atrous Convolution, and Fully Connected CRFs](https://mlsanity.com/paper/1606.00915/) (2016)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Large Scale GAN Training for High Fidelity Natural Image Synthesis](https://mlsanity.com/paper/1809.11096/) (2018)
- [Semantic Image Synthesis with Spatially-Adaptive Normalization](https://mlsanity.com/paper/1903.07291/) (2019)
- [ESRGAN: Enhanced Super-Resolution Generative Adversarial Networks](https://mlsanity.com/paper/1809.00219/) (2018)
- [Training Generative Adversarial Networks with Limited Data](https://mlsanity.com/paper/2006.06676/) (2020)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Deep Clustering for Unsupervised Learning of Visual Features](https://mlsanity.com/paper/1807.05520/) (2018)
- [StackGAN: Text to Photo-realistic Image Synthesis with Stacked Generative Adversarial Networks](https://mlsanity.com/paper/1612.03242/) (2016)
- [Do Better ImageNet Models Transfer Better?](https://mlsanity.com/paper/1805.08974/) (2018)
- [A Neural Algorithm of Artistic Style](https://mlsanity.com/paper/1508.06576/) (2015)
- [PULSE: Self-Supervised Photo Upsampling via Latent Space Exploration of Generative Models](https://mlsanity.com/paper/2003.03808/) (2020)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [NIPS 2016 Tutorial: Generative Adversarial Networks](https://mlsanity.com/paper/1701.00160/) (2016)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [3D Photography using Context-aware Layered Depth Inpainting](https://mlsanity.com/paper/2004.04727/) (2020)
- [Neural Style Transfer: A Review](https://mlsanity.com/paper/1705.04058/) (2017)
- [Deep Photo Style Transfer](https://mlsanity.com/paper/1703.07511/) (2017)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Tile2Vec: Unsupervised representation learning for spatially distributed data](https://mlsanity.com/paper/1805.02855/) (2018)
- [Learning What and Where to Draw](https://mlsanity.com/paper/1610.02454/) (2016)

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

- [World Editing: Intervening on Executable Worlds at Increasing Depth](https://mlsanity.com/paper/2610.02331/) (2026)

## Abstract (arXiv)

We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of designing levels and filling them with details is challenging. It is both time-consuming and takes effort to make levels rich, complex, and with a feeling of being natural. Fortunately, recent progress in deep learning provides new tools to accompany level designers and visual artists. Moreover, they offer a way to generate infinite worlds for game replayability and adjust educational games to players' needs. We present seven approaches to create level maps, each using statistical methods, machine learning, or deep learning. In particular, we include: - Generative Adversarial Networks for creating new images from existing examples (e.g. ProGAN). - Super-resolution techniques for upscaling images while preserving crisp detail (e.g. ESRGAN). - Neural style transfer for changing visual themes. - Image translation - turning semantic maps into images (e.g. GauGAN). - Semantic segmentation for turning images into semantic masks (e.g. U-Net). - Unsupervised semantic segmentation for extracting semantic features (e.g. Tile2Vec). - Texture synthesis - creating large patterns based on a smaller sample (e.g. InGAN).
