mlsanityData to 7 Oct 2026

Hierarchically Composing Level Generators for the Creation of Complex Structures

arXiv 2302.01561 ↗First posted 3 Feb 2023cs.AIcited by 4

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Abstract (arXiv)

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.

Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 32 of its 79 references that are in the map. First posted on arXiv 3 Feb 2023.

Builds on

32 of 79 references.

References · 32

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20 more
  1. 2019Why Does Hierarchy (Sometimes) Work So Well in Reinforcement Learning?cited by 66
  2. 2020A Boolean Task Algebra for Reinforcement Learningcited by 46
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  6. 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
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  8. 2018Generative Design in Minecraft (GDMC), Settlement Generation Competitioncited by 22
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  19. 2020Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industrycited by 5
  20. 2019Two-step Constructive Approaches for Dungeon Generationcited by 2

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Citing papers per year: 2023: 2; 2024: 1; 2025: 1.

4 papers.