# Controllable Path of Destruction

arXiv: https://arxiv.org/abs/2305.18553 · HTML: https://mlsanity.com/paper/2305.18553/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 15 of its 22 references that are in the map.
- First posted on arXiv 29 May 2023.

## Builds on (most cited first, 15 of 15)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Deep Unsupervised Learning using Nonequilibrium Thermodynamics](https://mlsanity.com/paper/1503.03585/) (2015)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [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)
- [Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation](https://mlsanity.com/paper/1806.10729/) (2018)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Increasing Generality in Machine Learning through Procedural Content Generation](https://mlsanity.com/paper/1911.13071/) (2019)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Language Models with Transformers](https://mlsanity.com/paper/1904.09408/) (2019)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset](https://mlsanity.com/paper/2202.10184/) (2022)

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

- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)

## Abstract (arXiv)

Path of Destruction (PoD) is a self-supervised method for learning iterative generators. The core idea is to produce a training set by destroying a set of artifacts, and for each destructive step create a training instance based on the corresponding repair action. A generator trained on this dataset can then generate new artifacts by repairing from arbitrary states. The PoD method is very data-efficient in terms of original training examples and well-suited to functional artifacts composed of categorical data, such as game levels and discrete 3D structures. In this paper, we extend the Path of Destruction method to allow designer control over aspects of the generated artifacts. Controllability is introduced by adding conditional inputs to the state-action pairs that make up the repair trajectories. We test the controllable PoD method in a 2D dungeon setting, as well as in the domain of small 3D Lego cars.
