Mutation Models: Learning to Generate Levels by Imitating Evolution
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Abstract (arXiv)
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run these algorithms online, search-based PCG is rarely utilized for real-time generation. In this paper, we introduce mutation models, a new type of iterative level generator based on machine learning. We train a model to imitate the evolutionary process and use the trained model to generate levels. This trained model is able to modify noisy levels sequentially to create better levels without the need for a fitness function during inference. We evaluate our trained models on a 2D maze generation task. We compare several different versions of the method: training the models either at the end of evolution (normal evolution) or every 100 generations (assisted evolution) and using the model as a mutation function during evolution. Using the assisted evolution process, the final trained models are able to generate mazes with a success rate of 99% and high diversity of 86%. The trained model is many times faster than the evolutionary process it was trained on. This work opens the door to a new way of learning level generators guided by an evolutionary process, meaning automatic creation of generators with specifiable constraints and objectives that are fast enough for runtime deployment in games.
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). Builds on 23 of its 47 references that are in the map. First posted on arXiv 11 Jun 2022.
Builds on
23 of 47 references.
References · 23
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11 more
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Built on by
Citing papers per year: 2022: 1; 2023: 4; 2024: 0; 2025: 3; 2026: 1.
9 papers.
- 2023Stabilizing Unsupervised Environment Design with a Learned Adversarycited by 17
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learningcited by 4
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizescited by 2
- 2023Learning Curricula in Open-Ended Worldscited by 2
- 2023Evolutionary Machine Learning and Gamescited by 0
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learningcited by 0
- 2025Evolutionary Level Repaircited by 0
- 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environmentscited by 0
- 2026Continuous Program Searchcited by 0
- 2026Continuous Program Search7 Feb 2026
- 2025A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments12 Sep 2025
- 2025Evolutionary Level Repair24 Jun 2025
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning24 Mar 2025
- 2023Learning Curricula in Open-Ended Worlds3 Dec 2023
- 2023Evolutionary Machine Learning and Games20 Nov 2023
- 2023Stabilizing Unsupervised Environment Design with a Learned Adversary21 Aug 2023
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learning7 Jun 2023
- 2022Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizes29 Sep 2022