mlsanityData to 14 Oct 2026

Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning

arXiv 2110.03181 ↗First posted 7 Oct 2021cs.LG cs.CVcited by 9

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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

  1. 2015Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shiftcited by 7,005
  2. 2013Efficient Estimation of Word Representations in Vector Spacecited by 4,375
  3. 2013Auto-Encoding Variational Bayescited by 4,053
  4. 2018World Modelscited by 1,513
  5. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
  6. 2020Learning to Simulate Dynamic Environments with GameGANcited by 86
  7. 2016The VGLC: The Video Game Level Corpuscited by 41
  8. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  9. 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
  10. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
  11. 2017Autoencoder-augmented Neuroevolution for Visual Doom Playingcited by 8
  12. 2020Entity Embedding as Game Representationcited by 8
1 more
  1. 2018Explainable PCGML via Game Design Patternscited by 7

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2022: 3; 2023: 3; 2024: 0; 2025: 2; 2026: 1.

9 papers.