# Ensemble Learning For Mega Man Level Generation

arXiv: https://arxiv.org/abs/2107.12524 · HTML: https://mlsanity.com/paper/2107.12524/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 37 references that are in the map.
- First posted on arXiv 27 Jul 2021.

## Builds on (most cited first, 17 of 17)

- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [TOAD-GAN: Coherent Style Level Generation from a Single Example](https://mlsanity.com/paper/2008.01531/) (2020)
- [Conditional Level Generation and Game Blending](https://mlsanity.com/paper/2010.07735/) (2020)
- [Automated Game Design via Conceptual Expansion](https://mlsanity.com/paper/1809.02232/) (2018)
- [Sequential Segment-based Level Generation and Blending using Variational Autoencoders](https://mlsanity.com/paper/2007.08746/) (2020)
- [Exploring Level Blending across Platformers via Paths and Affordances](https://mlsanity.com/paper/2009.06356/) (2020)
- [Game Level Clustering and Generation using Gaussian Mixture VAEs](https://mlsanity.com/paper/2009.09811/) (2020)
- [Explainable PCGML via Game Design Patterns](https://mlsanity.com/paper/1809.09419/) (2018)
- [Toward Game Level Generation from Gameplay Videos](https://mlsanity.com/paper/1602.07721/) (2016)
- [Automatic Mapping of NES Games with Mappy](https://mlsanity.com/paper/1707.03908/) (2017)
- [Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man](https://mlsanity.com/paper/2102.00337/) (2021)

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

- [On Linking Level Segments](https://mlsanity.com/paper/2203.05057/) (2022)

## Abstract (arXiv)

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying data with a single model. In this paper, we investigated the use of ensembles of Markov chains for procedurally generating Mega Man levels. We conduct an initial investigation of our approach and evaluate it on measures of playability and stylistic similarity in comparison to a non-ensemble, existing Markov chain approach.
