# GAN-Based Content Generation of Maps for Strategy Games

arXiv: https://arxiv.org/abs/2301.02874 · HTML: https://mlsanity.com/paper/2301.02874/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 16 references that are in the map.
- First posted on arXiv 7 Jan 2023.

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

- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Deep Learning Face Attributes in the Wild](https://mlsanity.com/paper/1411.7766/) (2014)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Improved Techniques for Training GANs](https://mlsanity.com/paper/1606.03498/) (2016)
- [Conditional Generative Adversarial Nets](https://mlsanity.com/paper/1411.1784/) (2014)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Wasserstein GAN](https://mlsanity.com/paper/1701.07875/) (2017)
- [Towards Principled Methods for Training Generative Adversarial Networks](https://mlsanity.com/paper/1701.04862/) (2017)
- [Autoencoding beyond pixels using a learned similarity metric](https://mlsanity.com/paper/1512.09300/) (2015)
- [Proceedings of NIPS 2016 Workshop on Interpretable Machine Learning for Complex Systems](https://mlsanity.com/paper/1611.09139/) (2016)

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

- [In the Blink of an Eye: Instant Game Map Editing using a Generative-AI Smart Brush](https://mlsanity.com/paper/2503.19793/) (2025)

## Abstract (arXiv)

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not providing the best user experience for the players. However it is possible to have a generator that can create realistic and natural images of maps, given that it is trained how to do so. We propose a model for the generation of maps based on Generative Adversarial Networks (GAN). In our implementation we tested out different variants of GAN-based networks on a dataset of heightmaps. We conducted extensive empirical evaluation to determine the advantages and properties of each approach. The results obtained are promising, showing that it is indeed possible to generate realistic looking maps using this type of approach.
