mlsanityData to 14 Oct 2026

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset

arXiv 2202.10184 ↗First posted 21 Feb 2022cs.LG cs.AIcited by 14

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Abstract (arXiv)

We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level. The first step is to generate an artificial dataset from the original set of levels by introducing many different sequences of mutations to existing levels. In the generated dataset, features are observations of destroyed levels and targets are the specific actions that repair the mutated tile in the middle of the observations. Using this dataset, a convolutional network is trained to map from observations to their respective appropriate repair actions. The trained network is then used to iteratively produce levels from random starting maps. We demonstrate this method by applying it to generate unique and playable tile-based levels for several 2D games (Zelda, Danger Dave, and Sokoban) and vary key hyperparameters.

Key facts. Cited by 14 papers in the map (data through 14 Oct 2026). Builds on 11 of its 30 references that are in the map. First posted on arXiv 21 Feb 2022.

Builds on

11 of 30 references.

References · 11

  1. 2021Diffusion Models Beat GANs on Image Synthesiscited by 8,255
  2. 2018Generative Image Inpainting with Contextual Attentioncited by 580
  3. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
  4. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  5. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  6. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  7. 2021Learning Controllable Content Generatorscited by 40
  8. 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
  9. 2021Illuminating Diverse Neural Cellular Automata for Level Generationcited by 35
  10. 2020Rotation, Translation, and Cropping for Zero-Shot Generalizationcited by 24
  11. 2020Mixed-Initiative Level Design with RL Brushcited by 13

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Cited by year (2026 to 14 Oct)

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

14 papers.

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