mlsanityData to 14 Oct 2026

Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach

arXiv 2309.13071 ↗First posted 18 Sep 2023cs.AI cs.LGcited by 1

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Abstract (arXiv)

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in the early stages of an in-development game. PCG requires expertise in representing designer notions of quality in rules or functions, and PCGML typically requires significant training data, which may not be available early in development. In this paper, we introduce Tree-based Reconstructive Partitioning (TRP), a novel PCGML approach aimed to address this problem. Our results, across two domains, demonstrate that TRP produces levels that are more playable and coherent, and that the approach is more generalizable with less training data. We consider TRP to be a promising new approach that can afford the introduction of PCGML into the early stages of game development without requiring human expertise or significant training data.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 11 of its 37 references that are in the map. First posted on arXiv 18 Sep 2023.

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11 of 37 references.

References · 11

  1. 2019Dota 2 with Large Scale Deep Reinforcement Learningcited by 1,103
  2. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 137
  3. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  4. 2016The VGLC: The Video Game Level Corpuscited by 41
  5. 2021Learning Controllable Content Generatorscited by 40
  6. 2018Deep Reinforcement Learning for General Video Game AIcited by 25
  7. 2020TOAD-GAN: Coherent Style Level Generation from a Single Examplecited by 22
  8. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
  9. 2020Mech-Elites: Illuminating the Mechanic Space of GVGAIcited by 13
  10. 2022Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Searchcited by 5
  11. 2021The Impact of Visualizing Design Gradients for Human Designerscited by 1

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