mlsanityData to 14 Oct 2026

Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions

arXiv 2210.12789 ↗First posted 23 Oct 2022cs.LGcited by 1

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Abstract (arXiv)

There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level design via embeddings, such as tile embeddings. Tile Embeddings are continuous vector representations of game levels unifying their visual, contextual and behavioural information. However, the original tile embedding struggled to generate levels with skewed tile distributions. For instance, Super Mario Bros. (SMB) wherein a majority of tiles represent the background. To remedy this, we present a modified tile embedding representation referred to as Clustering-based Tile Embedding (CTE). Further, we employ clustering to discretize the continuous CTE representation and present a novel two-step level generation to leverage both these representations. We evaluate the performance of our approach in generating levels for seen and unseen games with skewed tile distributions and outperform the original tile embeddings.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 13 of its 33 references that are in the map. First posted on arXiv 23 Oct 2022.

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13 of 33 references.

References · 13

  1. 2015Deep clustering: Discriminative embeddings for segmentation and separationcited by 212
  2. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
  3. 2016The VGLC: The Video Game Level Corpuscited by 41
  4. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  5. 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
  6. 2018DOOM Level Generation using Generative Adversarial Networkscited by 15
  7. 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
  8. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
  9. 2020Game Level Clustering and Generation using Gaussian Mixture VAEscited by 9
  10. 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
  11. 2022Learning Task-Independent Game State Representations from Unlabeled Imagescited by 6
  12. 2016Learning to Blend Computer Game Levelscited by 4
1 more
  1. 2022Pixel VQ-VAEs for Improved Pixel Art Representationcited by 4

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