mlsanityData to 14 Oct 2026

Analysis of Robustness of a Large Game Corpus

arXiv 2504.03940 ↗First posted 4 Apr 2025cs.LG cs.AIcited by 1

Not on the map. Why?

Abstract (arXiv)

Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for PCGML because they are a simplified version of game levels while maintaining the specific constraints typical of games, such as being solvable. In this work, we highlight the unique characteristics of game levels, including their structured discrete data nature, the local and global constraints inherent in the games, and the sensitivity of the game levels to small changes in input. We define the robustness of data as a measure of sensitivity to small changes in input that cause a change in output, and we use this measure to analyze and compare these levels to state-of-the-art machine learning datasets, showcasing the subtle differences in their nature. We also constructed a large dataset from four games inspired by popular classic tile-based games that showcase these characteristics and address the challenge of sparse data in PCGML by providing a significantly larger dataset than those currently available.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 18 of its 51 references that are in the map. First posted on arXiv 4 Apr 2025.

Builds on

18 of 51 references.

References · 18

  1. 2016Categorical Reparameterization with Gumbel-Softmaxcited by 2,739
  2. 2017Grammar Variational Autoencodercited by 285
  3. 2015Parallelizing the dual revised simplex methodcited by 89
  4. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  5. 2023Level Generation Through Large Language Modelscited by 68
  6. 2019An investigation of model-free planningcited by 66
  7. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  8. 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
  9. 2020Learning to Generate Levels From Nothingcited by 17
  10. 2020When are Non-Parametric Methods Robust?cited by 15
  11. 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
  12. 2020Exploring Level Blending across Platformers via Paths and Affordancescited by 14
6 more
  1. 2019Intentional Computational Level Designcited by 9
  2. 2018Addressing the Fundamental Tension of PCGML with Discriminative Learningcited by 8
  3. 2022Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometrycited by 5
  4. 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
  5. 2021Generating Lode Runner Levels by Learning Player Paths with LSTMscited by 3
  6. 2024Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Gamescited by 1

Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 1.

1 paper.