# Level Generation Through Large Language Models

arXiv: https://arxiv.org/abs/2302.05817 · HTML: https://mlsanity.com/paper/2302.05817/

## Key facts

- Cited by 68 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 35 references that are in the map.
- First posted on arXiv 11 Feb 2023.

## Builds on (most cited first, 22 of 22)

- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Scaling Laws for Neural Language Models](https://mlsanity.com/paper/2001.08361/) (2020)
- [Hierarchical Text-Conditional Image Generation with CLIP Latents](https://mlsanity.com/paper/2204.06125/) (2022)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Calibrate Before Use: Improving Few-Shot Performance of Language Models](https://mlsanity.com/paper/2102.09690/) (2021)
- [A Generalist Agent](https://mlsanity.com/paper/2205.06175/) (2022)
- [CodeXGLUE: A Machine Learning Benchmark Dataset for Code Understanding and Generation](https://mlsanity.com/paper/2102.04664/) (2021)
- [MusicLM: Generating Music From Text](https://mlsanity.com/paper/2301.11325/) (2023)
- [Imagination-Augmented Agents for Deep Reinforcement Learning](https://mlsanity.com/paper/1707.06203/) (2017)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Griddly: A platform for AI research in games](https://mlsanity.com/paper/2011.06363/) (2020)
- [Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks](https://mlsanity.com/paper/2004.00151/) (2020)
- [Conditional Level Generation and Game Blending](https://mlsanity.com/paper/2010.07735/) (2020)
- [Learning to Decode for Future Success](https://mlsanity.com/paper/1701.06549/) (2017)
- [Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders](https://mlsanity.com/paper/2006.09807/) (2020)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [Addressing the Fundamental Tension of PCGML with Discriminative Learning](https://mlsanity.com/paper/1809.04432/) (2018)

## Built on by (most cited first, 30 of 68)

- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [LLMatic: Neural Architecture Search via Large Language Models and Quality Diversity Optimization](https://mlsanity.com/paper/2306.01102/) (2023)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents](https://mlsanity.com/paper/2403.12014/) (2024)
- [Beyond Size: How Gradients Shape Pruning Decisions in Large Language Models](https://mlsanity.com/paper/2311.04902/) (2023)
- [Game Generation via Large Language Models](https://mlsanity.com/paper/2404.08706/) (2024)
- [DataEnvGym: Data Generation Agents in Teacher Environments with Student Feedback](https://mlsanity.com/paper/2410.06215/) (2024)
- [GAVEL: Generating Games Via Evolution and Language Models](https://mlsanity.com/paper/2407.09388/) (2024)
- [Large Language Models and Video Games: A Preliminary Scoping Review](https://mlsanity.com/paper/2403.02613/) (2024)
- [Practical PCG Through Large Language Models](https://mlsanity.com/paper/2305.18243/) (2023)
- [Automating the Search for Artificial Life with Foundation Models](https://mlsanity.com/paper/2412.17799/) (2024)
- [DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft](https://mlsanity.com/paper/2404.15538/) (2024)
- [Player-Driven Emergence in LLM-Driven Game Narrative](https://mlsanity.com/paper/2404.17027/) (2024)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings](https://mlsanity.com/paper/2308.04052/) (2023)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer](https://mlsanity.com/paper/2403.02454/) (2024)
- [AI Gamestore: Scalable, Open-Ended Evaluation of Machine General Intelligence with Human Games](https://mlsanity.com/paper/2602.17594/) (2026)
- [GPT for Games: A Scoping Review (2020-2023)](https://mlsanity.com/paper/2404.17794/) (2024)
- [FactorSim: Generative Simulation via Factorized Representation](https://mlsanity.com/paper/2409.17652/) (2024)
- [DreamGarden: A Designer Assistant for Growing Games from a Single Prompt](https://mlsanity.com/paper/2410.01791/) (2024)
- [GPT for Games: An Updated Scoping Review (2020-2024)](https://mlsanity.com/paper/2411.00308/) (2024)
- [Missed Connections: Lateral Thinking Puzzles for Large Language Models](https://mlsanity.com/paper/2404.11730/) (2024)
- [ChatGPT4PCG Competition: Character-like Level Generation for Science Birds](https://mlsanity.com/paper/2303.15662/) (2023)
- [From Text to Life: On the Reciprocal Relationship between Artificial Life and Large Language Models](https://mlsanity.com/paper/2407.09502/) (2024)
- [GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps](https://mlsanity.com/paper/2410.07765/) (2024)
- [Codenames as a Benchmark for Large Language Models](https://mlsanity.com/paper/2412.11373/) (2024)
- [Testing the Depth of ChatGPT's Comprehension via Cross-Modal Tasks Based on ASCII-Art: GPT3.5's Abilities in Regard to Recognizing and Generating ASCII-Art Are Not Totally Lacking](https://mlsanity.com/paper/2307.16806/) (2023)

## Abstract (arXiv)

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.
