# Generating Game Levels of Diverse Behaviour Engagement

arXiv: https://arxiv.org/abs/2207.02100 · HTML: https://mlsanity.com/paper/2207.02100/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 28 references that are in the map.
- First posted on arXiv 5 Jul 2022.

## Builds on (most cited first, 11 of 11)

- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Increasing Generality in Machine Learning through Procedural Content Generation](https://mlsanity.com/paper/1911.13071/) (2019)
- [Procedural Content Generation through Quality Diversity](https://mlsanity.com/paper/1907.04053/) (2019)
- [Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study](https://mlsanity.com/paper/2106.15877/) (2021)
- [Sequential Segment-based Level Generation and Blending using Variational Autoencoders](https://mlsanity.com/paper/2007.08746/) (2020)
- [Towards General Models of Player Experience: A Study Within Genres](https://mlsanity.com/paper/2110.00978/) (2021)
- [Generating Levels That Teach Mechanics](https://mlsanity.com/paper/1807.06734/) (2018)
- [Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division](https://mlsanity.com/paper/1902.00040/) (2019)
- [Adapting Procedural Content Generation to Player Personas Through Evolution](https://mlsanity.com/paper/2112.04406/) (2021)

## Built on by (most cited first, 2 of 2)

- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning](https://mlsanity.com/paper/2509.24341/) (2025)

## Abstract (arXiv)

Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether experience metrics can adapt to agents with different personas. We start by reviewing existing metrics for evaluating game levels. Then, focusing on platformer games, we design a framework integrating various agents and evaluation metrics. Experimental studies on Super Mario Bros. indicate that using the same evaluation metrics but agents with different personas can generate levels for particular persona. It implies that, for simple games, using a game-playing agent of specific player archetype as a level tester is probably all we need to generate levels of diverse behaviour engagement.
