mlsanityData to 14 Oct 2026

On Linking Level Segments

arXiv 2203.05057 ↗First posted 9 Mar 2022cs.AIcited by 1

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Abstract (arXiv)

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. Additionally, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer's needs.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 12 of its 31 references that are in the map. First posted on arXiv 9 Mar 2022.

Builds on

12 of 31 references.

References · 12

  1. 2013Auto-Encoding Variational Bayescited by 4,053
  2. 2015Illuminating search spaces by mapping elitescited by 425
  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. 2016The VGLC: The Video Game Level Corpuscited by 41
  7. 2020Video Game Level Repair via Mixed Integer Linear Programmingcited by 18
  8. 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
  9. 2019Intentional Computational Level Designcited by 9
  10. 2020Mario Level Generation From Mechanics Using Scene Stitchingcited by 8
  11. 2021Procedural Content Generation using Behavior Trees (PCGBT)cited by 2
  12. 2021Ensemble Learning For Mega Man Level Generationcited by 1

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