Open-Ended Evolution for Minecraft Building Generation
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Abstract (arXiv)
This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D autoencoder, and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current autoencoder). We apply a set of repair and constraint functions to ensure candidates adhere to basic structural rules and constraints during evolution. During transformation, we reshape the boundaries of the latent space to identify new interesting areas of the solution space by retraining the autoencoder with novel content. In this study we evaluate five different approaches for training the autoencoder during transformation and its impact on populations' quality and diversity during evolution. Our results show that by retraining the autoencoder we can achieve better open-ended complexity compared to a static model, which is further improved when retraining using larger datasets of individuals with diverse complexities.
Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). Builds on 21 of its 49 references that are in the map. First posted on arXiv 7 Sep 2022.
Builds on
21 of 49 references.
References · 21
- 2018Generalized Cross Entropy Loss for Training Deep Neural Networks with Noisy Labelscited by 994
- 2015Illuminating search spaces by mapping elitescited by 406
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
- 2019Autonomous skill discovery with Quality-Diversity and Unsupervised Descriptorscited by 57
- 2019Procedural Content Generation through Quality Diversitycited by 45
- 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
- 2018Data-Efficient Design Exploration through Surrogate-Assisted Illuminationcited by 38
- 2021Growing 3D Artefacts and Functional Machines with Neural Cellular Automatacited by 38
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2018Generative Design in Minecraft (GDMC), Settlement Generation Competitioncited by 22
- 2019Tile Pattern KL-Divergence for Analysing and Evolving Game Levelscited by 16
9 more
- 2021World-GAN: a Generative Model for Minecraft Worldscited by 14
- 2021Transforming Exploratory Creativity with DeLeNoXcited by 13
- 2018Evolutionary Innovations and Where to Find Them: Routes to Open-Ended Evolution in Natural and Artificial Systemscited by 10
- 2019Organic Building Generation in Minecraftcited by 10
- 2021The AI Settlement Generation Challenge in Minecraft: First Year Reportcited by 9
- 2017Autoencoder-augmented Neuroevolution for Visual Doom Playingcited by 8
- 2019Generative Design in Minecraft: Chronicle Challengecited by 8
- 2021Expressivity of Parameterized and Data-driven Representations in Quality Diversity Searchcited by 7
- 2022Seeding Diversity into AI Artcited by 4
Built on by
Citing papers per year: 2022: 1; 2023: 4; 2024: 2; 2025: 2.
9 papers.
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Gamescited by 5
- 2023Evolving Flying Machines in Minecraft Using Quality Diversitycited by 4
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structurescited by 4
- 2022Augmentative Topology Agents For Open-Ended Learningcited by 3
- 20243D Building Generation in Minecraft via Large Language Modelscited by 3
- 2025MineAnyBuild: Benchmarking Spatial Planning for Open-world AI Agentscited by 3
- 2023Generating Redstone Style Cities in Minecraftcited by 2
- 2023Evolutionary Machine Learning and Gamescited by 0
- 2025MineAnyBuild: Benchmarking Spatial Planning for Open-world AI Agents26 May 2025
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games27 Mar 2025
- 20243D Building Generation in Minecraft via Large Language Models13 Jun 2024
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Evolutionary Machine Learning and Games20 Nov 2023
- 2023Generating Redstone Style Cities in Minecraft19 Jul 2023
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structures3 Feb 2023
- 2023Evolving Flying Machines in Minecraft Using Quality Diversity1 Feb 2023
- 2022Augmentative Topology Agents For Open-Ended Learning20 Oct 2022