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

arXiv: https://arxiv.org/abs/2309.13071 · HTML: https://mlsanity.com/paper/2309.13071/

## Key facts

- Cited by 1 papers 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.

## Builds on (most cited first, 11 of 11)

- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [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)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Deep Reinforcement Learning for General Video Game AI](https://mlsanity.com/paper/1806.02448/) (2018)
- [TOAD-GAN: Coherent Style Level Generation from a Single Example](https://mlsanity.com/paper/2008.01531/) (2020)
- [Exploring Level Blending across Platformers via Paths and Affordances](https://mlsanity.com/paper/2009.06356/) (2020)
- [Mech-Elites: Illuminating the Mechanic Space of GVGAI](https://mlsanity.com/paper/2002.04733/) (2020)
- [Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search](https://mlsanity.com/paper/2212.03387/) (2022)
- [The Impact of Visualizing Design Gradients for Human Designers](https://mlsanity.com/paper/2110.04147/) (2021)

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

- [Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning](https://mlsanity.com/paper/2607.12097/) (2026)

## 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.
