# Game Level Blending using a Learned Level Representation

arXiv: https://arxiv.org/abs/2306.16666 · HTML: https://mlsanity.com/paper/2306.16666/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 15 of its 27 references that are in the map.
- First posted on arXiv 29 Jun 2023.

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

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shift](https://mlsanity.com/paper/1502.03167/) (2015)
- [Cyclical Learning Rates for Training Neural Networks](https://mlsanity.com/paper/1506.01186/) (2015)
- [Adversarially Learned Inference](https://mlsanity.com/paper/1606.00704/) (2016)
- [Cyclical Annealing Schedule: A Simple Approach to Mitigating KL Vanishing](https://mlsanity.com/paper/1903.10145/) (2019)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Conditional Level Generation and Game Blending](https://mlsanity.com/paper/2010.07735/) (2020)
- [Controllable Level Blending between Games using Variational Autoencoders](https://mlsanity.com/paper/2002.11869/) (2020)
- [Sequential Segment-based Level Generation and Blending using Variational Autoencoders](https://mlsanity.com/paper/2007.08746/) (2020)
- [Exploring Level Blending across Platformers via Paths and Affordances](https://mlsanity.com/paper/2009.06356/) (2020)
- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Entity Embedding as Game Representation](https://mlsanity.com/paper/2010.01685/) (2020)
- [Learning to Blend Computer Game Levels](https://mlsanity.com/paper/1603.02738/) (2016)
- [Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions](https://mlsanity.com/paper/2210.12789/) (2022)

## Abstract (arXiv)

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years. However, many existing techniques rely on human-annotated level representations, which limits game level blending to a limited number of annotated games. Even with annotated games, researchers often need to author an additional shared representation to make blending possible. In this paper, we present a novel approach to game level blending that employs Clustering-based Tile Embeddings (CTE), a learned level representation technique that can serve as a level representation for unannotated games and a unified level representation across games without the need for human annotation. CTE represents game level tiles as a continuous vector representation, unifying their visual, contextual, and behavioral information. We apply this approach to two classic Nintendo games, Lode Runner and The Legend of Zelda. We run an evaluation comparing the CTE representation to a common, human-annotated representation in the blending task and find that CTE has comparable or better performance without the need for human annotation.
