# Guided Game Level Repair via Explainable AI

arXiv: https://arxiv.org/abs/2410.23101 · HTML: https://mlsanity.com/paper/2410.23101/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 33 references that are in the map.
- First posted on arXiv 30 Oct 2024.

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

- [A Unified Approach to Interpreting Model Predictions](https://mlsanity.com/paper/1705.07874/) (2017)
- [Axiomatic Attribution for Deep Networks](https://mlsanity.com/paper/1703.01365/) (2017)
- [Captum: A unified and generic model interpretability library for PyTorch](https://mlsanity.com/paper/2009.07896/) (2020)
- [Not Just a Black Box: Learning Important Features Through Propagating Activation Differences](https://mlsanity.com/paper/1605.01713/) (2016)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Parallelizing the dual revised simplex method](https://mlsanity.com/paper/1503.01889/) (2015)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)
- [Video Game Level Repair via Mixed Integer Linear Programming](https://mlsanity.com/paper/2010.06627/) (2020)
- [A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros](https://mlsanity.com/paper/2005.06148/) (2020)

## Built on by (most cited first, 2 of 2)

- [Axiomatic Explainer Globalness via Optimal Transport](https://mlsanity.com/paper/2411.01126/) (2024)
- [Evolutionary Level Repair](https://mlsanity.com/paper/2506.19359/) (2025)

## Abstract (arXiv)

Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing step. However, as levels increase in size, these constraint-based repairs become increasingly slow. This paper proposes using explainability methods to identify specific regions of a level that contribute to its unsolvability. By assigning higher weights to these regions, constraint-based solvers can prioritize these problematic areas, enabling more efficient repairs. Our results, tested across three games, demonstrate that this approach can help to repair procedurally generated levels faster.
