Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning
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Abstract (arXiv)
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming. Hence, though a large number of video games exist, annotated datasets are curated only for a small handful. Thus current PLGML techniques have been explored in limited domains, with Super Mario Bros. as the most common example. To address this problem, we present tile embeddings, a unified, affordance-rich representation for tile-based 2D games. To learn this embedding, we employ autoencoders trained on the visual and semantic information of tiles from a set of existing, human-annotated games. We evaluate this representation on its ability to predict affordances for unseen tiles, and to serve as a PLGML representation for annotated and unannotated games.
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). Builds on 13 of its 33 references that are in the map. First posted on arXiv 7 Oct 2021.
Builds on
13 of 33 references.
References · 13
- 2015Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shiftcited by 7,005
- 2013Efficient Estimation of Word Representations in Vector Spacecited by 4,375
- 2013Auto-Encoding Variational Bayescited by 4,053
- 2018World Modelscited by 1,513
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
- 2020Learning to Simulate Dynamic Environments with GameGANcited by 86
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
- 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
- 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
- 2017Autoencoder-augmented Neuroevolution for Visual Doom Playingcited by 8
- 2020Entity Embedding as Game Representationcited by 8
1 more
- 2018Explainable PCGML via Game Design Patternscited by 7
Built on by
Citing papers per year: 2022: 3; 2023: 3; 2024: 0; 2025: 2; 2026: 1.
9 papers.
- 2022Pixel VQ-VAEs for Improved Pixel Art Representationcited by 4
- 2025GameTileNet: A Semantic Dataset for Low-Resolution Game Art in Procedural Content Generationcited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2025Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environmentscited by 2
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributionscited by 1
- 2023Joint Level Generation and Translation Using Gameplay Videoscited by 1
- 2023Reconstructing Existing Levels through Level Inpaintingcited by 1
- 2023Game Level Blending using a Learned Level Representationcited by 0
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioningcited by 0
- 2026Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning13 Jul 2026
- 2025Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments31 Aug 2025
- 2025GameTileNet: A Semantic Dataset for Low-Resolution Game Art in Procedural Content Generation27 Jun 2025
- 2023Reconstructing Existing Levels through Level Inpainting18 Sep 2023
- 2023Game Level Blending using a Learned Level Representation29 Jun 2023
- 2023Joint Level Generation and Translation Using Gameplay Videos29 Jun 2023
- 2022Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions23 Oct 2022
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Pixel VQ-VAEs for Improved Pixel Art Representation23 Mar 2022