# Measuring Diversity of Game Scenarios

arXiv: https://arxiv.org/abs/2404.15192 · HTML: https://mlsanity.com/paper/2404.15192/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 64 of its 237 references that are in the map.
- First posted on arXiv 15 Apr 2024.

## Builds on (most cited first, 30 of 64)

- [Diversity is All You Need: Learning Skills without a Reward Function](https://mlsanity.com/paper/1802.06070/) (2018)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Stochastic Neural Networks for Hierarchical Reinforcement Learning](https://mlsanity.com/paper/1704.03012/) (2017)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Covariance Matrix Adaptation for the Rapid Illumination of Behavior Space](https://mlsanity.com/paper/1912.02400/) (2019)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Increasing Generality in Machine Learning through Procedural Content Generation](https://mlsanity.com/paper/1911.13071/) (2019)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [Procedural Content Generation through Quality Diversity](https://mlsanity.com/paper/1907.04053/) (2019)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Bootstrapping Conditional GANs for Video Game Level Generation](https://mlsanity.com/paper/1910.01603/) (2019)
- [Illuminating Diverse Neural Cellular Automata for Level Generation](https://mlsanity.com/paper/2109.05489/) (2021)
- [Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries](https://mlsanity.com/paper/1904.10656/) (2019)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Talakat: Bullet Hell Generation through Constrained Map-Elites](https://mlsanity.com/paper/1806.04718/) (2018)
- [Deep Surrogate Assisted MAP-Elites for Automated Hearthstone Deckbuilding](https://mlsanity.com/paper/2112.03534/) (2021)
- [Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study](https://mlsanity.com/paper/2106.15877/) (2021)
- [Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks](https://mlsanity.com/paper/2004.00151/) (2020)
- [Baba is Y'all: Collaborative Mixed-Initiative Level Design](https://mlsanity.com/paper/2003.14294/) (2020)
- [Learning Controllable 3D Level Generators](https://mlsanity.com/paper/2206.13623/) (2022)
- [Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites](https://mlsanity.com/paper/1906.05175/) (2019)
- [The Arousal video Game AnnotatIoN (AGAIN) Dataset](https://mlsanity.com/paper/2104.02643/) (2021)
- [General Video Game Rule Generation](https://mlsanity.com/paper/1906.05160/) (2019)
- [Diverse Agents for Ad-Hoc Cooperation in Hanabi](https://mlsanity.com/paper/1907.03840/) (2019)
- [Tile Pattern KL-Divergence for Analysing and Evolving Game Levels](https://mlsanity.com/paper/1905.05077/) (2019)
- [DOOM Level Generation using Generative Adversarial Networks](https://mlsanity.com/paper/1804.09154/) (2018)

## Built on by (most cited first, 5 of 5)

- [GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games](https://mlsanity.com/paper/2508.08501/) (2025)
- [Word2Minecraft: Generating 3D Game Levels through Large Language Models](https://mlsanity.com/paper/2503.16536/) (2025)
- [Diverse Planning with Simulators via Linear Temporal Logic](https://mlsanity.com/paper/2510.17418/) (2025)
- [Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning](https://mlsanity.com/paper/2509.24341/) (2025)
- [From Stories to Cities to Games: A Qualitative Evaluation of Behaviour Planning](https://mlsanity.com/paper/2601.04911/) (2026)

## Abstract (arXiv)

This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multi-agent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.
