# Generating Lode Runner Levels by Learning Player Paths with LSTMs

arXiv: https://arxiv.org/abs/2107.12532 · HTML: https://mlsanity.com/paper/2107.12532/

## 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 (most cited first, 9 of 9)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [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)
- [A Unified Neural Coherence Model](https://mlsanity.com/paper/1909.00349/) (2019)
- [Co-Creative Level Design via Machine Learning](https://mlsanity.com/paper/1809.09420/) (2018)
- [Controllable Level Blending between Games using Variational Autoencoders](https://mlsanity.com/paper/2002.11869/) (2020)
- [Exploring Level Blending across Platformers via Paths and Affordances](https://mlsanity.com/paper/2009.06356/) (2020)
- [Toward Game Level Generation from Gameplay Videos](https://mlsanity.com/paper/1602.07721/) (2016)

## Built on by (most cited first, 3 of 3)

- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [Analysis of Robustness of a Large Game Corpus](https://mlsanity.com/paper/2504.03940/) (2025)
- [Learning Local Constraints for Reinforcement-Learned Content Generators](https://mlsanity.com/paper/2605.13570/) (2026)

## 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.
