# Procedural content generation of puzzle games using conditional generative adversarial networks

arXiv: https://arxiv.org/abs/2306.15696 · HTML: https://mlsanity.com/paper/2306.15696/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 10 of its 20 references that are in the map.
- First posted on arXiv 26 Jun 2023.

## Builds on (most cited first, 10 of 10)

- [Improved Techniques for Training GANs](https://mlsanity.com/paper/1606.03498/) (2016)
- [Improved Training of Wasserstein GANs](https://mlsanity.com/paper/1704.00028/) (2017)
- [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)
- [NIPS 2016 Tutorial: Generative Adversarial Networks](https://mlsanity.com/paper/1701.00160/) (2016)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [DOOM Level Generation using Generative Adversarial Networks](https://mlsanity.com/paper/1804.09154/) (2018)
- [Controllable Level Blending between Games using Variational Autoencoders](https://mlsanity.com/paper/2002.11869/) (2020)

## Built on by (most cited first, 3 of 3)

- [Measuring Diversity of Game Scenarios](https://mlsanity.com/paper/2404.15192/) (2024)
- [Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models](https://mlsanity.com/paper/2410.23108/) (2024)
- [Improving Conditional Level Generation using Automated Validation in Match-3 Games](https://mlsanity.com/paper/2409.06349/) (2024)

## Abstract (arXiv)

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to control the details of the GAN's outputs. While the GANs perform well in approximating the first condition (map shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.
