mlsanityData to 7 Oct 2026

Procedural Content Generation via Knowledge Transformation (PCG-KT)

arXiv 2305.00644 ↗First posted 1 May 2023cs.AIcited by 2

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Abstract (arXiv)

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another. Our work is motivated by a substantial number of recent PCG works that focus on generating novel content via repurposing derived knowledge. Such works have involved, for example, performing transfer learning on models trained on one game's content to adapt to another game's content, as well as recombining different generative distributions to blend the content of two or more games. Such approaches arose in part due to limitations in PCG via Machine Learning (PCGML) such as producing generative models for games lacking training data and generating content for entirely new games. In this paper, we categorize such approaches under this new lens of PCG-KT by offering a definition and framework for describing such methods and surveying existing works using this framework. Finally, we conclude by highlighting open problems and directions for future research in this area.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 29 of its 89 references that are in the map. First posted on arXiv 1 May 2023.

Builds on

29 of 89 references.

References · 29

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  6. 2020Learning to Simulate Dynamic Environments with GameGANcited by 86
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17 more
  1. 2019Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creatorscited by 31
  2. 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
  3. 2018Co-Creative Level Design via Machine Learningcited by 18
  4. 2020Conditional Level Generation and Game Blendingcited by 17
  5. 2018Automated Game Design via Conceptual Expansioncited by 15
  6. 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
  7. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
  8. 2020Towards Game Design via Creative Machine Learning (GDCML)cited by 12
  9. 2020Conceptual Game Expansioncited by 11
  10. 2020Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoderscited by 11
  11. 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
  12. 2018Visual Transfer between Atari Games using Competitive Reinforcement Learningcited by 5
  13. 2019Evaluation of a Recommender System for Assisting Novice Game Designerscited by 5
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  17. 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2

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2 papers.