Active Learning for Classifying 2D Grid-Based Level Completability
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Abstract (arXiv)
Determining the completability of levels generated by procedural generators such as machine learning models can be challenging, as it can involve the use of solver agents that often require a significant amount of time to analyze and solve levels. Active learning is not yet widely adopted in game evaluations, although it has been used successfully in natural language processing, image and speech recognition, and computer vision, where the availability of labeled data is limited or expensive. In this paper, we propose the use of active learning for learning level completability classification. Through an active learning approach, we train deep-learning models to classify the completability of generated levels for Super Mario Bros., Kid Icarus, and a Zelda-like game. We compare active learning for querying levels to label with completability against random queries. Our results show using an active learning approach to label levels results in better classifier performance with the same amount of labeled data.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 4 of its 26 references that are in the map. First posted on arXiv 8 Sep 2023.
Builds on
4 of 26 references.
References · 4
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2020Video Game Level Repair via Mixed Integer Linear Programmingcited by 18
- 2019Automatic Playtesting for Game Parameter Tuning via Active Learningcited by 9
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Citing papers per year: 2023: 1; 2024: 1.
2 papers.
- 2024Game Generation via Large Language Modelscited by 24
- 2023SmoothHess: ReLU Network Feature Interactions via Stein's Lemmacited by 5
- 2024Game Generation via Large Language Models11 Apr 2024
- 2023SmoothHess: ReLU Network Feature Interactions via Stein's Lemma1 Nov 2023