mlsanityData to 7 Oct 2026

Toward Co-creative Dungeon Generation via Transfer Learning

arXiv 2107.12533 ↗First posted 27 Jul 2021cs.LG cs.AIcited by 1

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Abstract (arXiv)

Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative training data for a PCGML agent to learn to interact with humans. However, acquiring this data is a difficult and time-consuming process. In this work, we propose approximating human-AI interaction data and employing transfer learning to adapt learned co-creative knowledge from one game to a different game. We explore this approach for co-creative Zelda dungeon room generation.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 9 of its 23 references that are in the map. First posted on arXiv 27 Jul 2021.

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9 of 23 references.

References · 9

  1. 2019A Comprehensive Survey on Transfer Learningcited by 1,154
  2. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  3. 2016The VGLC: The Video Game Level Corpuscited by 41
  4. 2019Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creatorscited by 31
  5. 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
  6. 2019An Interaction Framework for Studying Co-Creative AIcited by 19
  7. 2018Co-Creative Level Design via Machine Learningcited by 18
  8. 2020Mixed-Initiative Level Design with RL Brushcited by 13
  9. 2020Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zeldacited by 8

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