# tile2tile: Learning Game Filters for Platformer Style Transfer

arXiv: https://arxiv.org/abs/2208.07699 · HTML: https://mlsanity.com/paper/2208.07699/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 29 references that are in the map.
- First posted on arXiv 15 Aug 2022.

## Builds on (most cited first, 14 of 14)

- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Neural Style Transfer: A Review](https://mlsanity.com/paper/1705.04058/) (2017)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Semantic Style Transfer and Turning Two-Bit Doodles into Fine Artworks](https://mlsanity.com/paper/1603.01768/) (2016)
- [Conditional Level Generation and Game Blending](https://mlsanity.com/paper/2010.07735/) (2020)
- [Tile Pattern KL-Divergence for Analysing and Evolving Game Levels](https://mlsanity.com/paper/1905.05077/) (2019)
- [Automated Game Design via Conceptual Expansion](https://mlsanity.com/paper/1809.02232/) (2018)
- [Controllable Level Blending between Games using Variational Autoencoders](https://mlsanity.com/paper/2002.11869/) (2020)
- [Exploring Level Blending across Platformers via Paths and Affordances](https://mlsanity.com/paper/2009.06356/) (2020)
- [Towards Game Design via Creative Machine Learning (GDCML)](https://mlsanity.com/paper/2008.13548/) (2020)
- [Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders](https://mlsanity.com/paper/2006.09807/) (2020)
- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Explainable PCGML via Game Design Patterns](https://mlsanity.com/paper/1809.09419/) (2018)

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

- [Procedural Content Generation via Knowledge Transformation (PCG-KT)](https://mlsanity.com/paper/2305.00644/) (2023)
- [Evolutionary Transfer Learning for Dragonchess](https://mlsanity.com/paper/2603.15297/) (2026)

## Abstract (arXiv)

We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the original tile representation for a given game. This enables these models, which we refer to as filters, to translate level sketches into the style of a specific game. Moreover, by converting a level of one game into sketch form and then translating the resulting sketch into the tiles of another game, we obtain a method of style transfer between two games. We use Markov random fields and autoencoders for learning the game filters and apply them to demonstrate style transfer between levels of Super Mario Bros, Kid Icarus, Mega Man and Metroid.
