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

arXiv: https://arxiv.org/abs/2210.12789 · HTML: https://mlsanity.com/paper/2210.12789/

## Key facts

- Cited by 1 papers 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.

## Builds on (most cited first, 13 of 13)

- [Deep clustering: Discriminative embeddings for segmentation and separation](https://mlsanity.com/paper/1508.04306/) (2015)
- [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)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [DOOM Level Generation using Generative Adversarial Networks](https://mlsanity.com/paper/1804.09154/) (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)
- [Game Level Clustering and Generation using Gaussian Mixture VAEs](https://mlsanity.com/paper/2009.09811/) (2020)
- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Learning Task-Independent Game State Representations from Unlabeled Images](https://mlsanity.com/paper/2206.06490/) (2022)
- [Learning to Blend Computer Game Levels](https://mlsanity.com/paper/1603.02738/) (2016)
- [Pixel VQ-VAEs for Improved Pixel Art Representation](https://mlsanity.com/paper/2203.12130/) (2022)

## Built on by (most cited first, 1 of 1)

- [Game Level Blending using a Learned Level Representation](https://mlsanity.com/paper/2306.16666/) (2023)

## 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.
