mlsanityData to 14 Oct 2026

Generating Lode Runner Levels by Learning Player Paths with LSTMs

arXiv 2107.12532 ↗First posted 27 Jul 2021cs.LGcited by 3

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Abstract (arXiv)

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In this paper, we attempt to address these problems by learning to generate human-like paths, and then generating levels based on these paths. We extract player path data from gameplay video, train an LSTM to generate new paths based on this data, and then generate game levels based on this path data. We demonstrate that our approach leads to more coherent levels for the game Lode Runner in comparison to an existing PCGML approach.

Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). Builds on 9 of its 25 references that are in the map. First posted on arXiv 27 Jul 2021.

Builds on

9 of 25 references.

References · 9

  1. 2014Adam: A Method for Stochastic Optimizationcited by 37,240
  2. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
  3. 2016The VGLC: The Video Game Level Corpuscited by 41
  4. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  5. 2019A Unified Neural Coherence Modelcited by 19
  6. 2018Co-Creative Level Design via Machine Learningcited by 18
  7. 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
  8. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
  9. 2016Toward Game Level Generation from Gameplay Videoscited by 6

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 1; 2025: 1; 2026: 1.

3 papers.