# Evolutionary Level Repair

arXiv: https://arxiv.org/abs/2506.19359 · HTML: https://mlsanity.com/paper/2506.19359/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 6 of its 18 references that are in the map.
- First posted on arXiv 24 Jun 2025.

## Builds on (most cited first, 6 of 6)

- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [Video Game Level Repair via Mixed Integer Linear Programming](https://mlsanity.com/paper/2010.06627/) (2020)
- [Mutation Models: Learning to Generate Levels by Imitating Evolution](https://mlsanity.com/paper/2206.05497/) (2022)
- [Lode Encoder: AI-constrained co-creativity](https://mlsanity.com/paper/2308.01312/) (2023)
- [Guided Game Level Repair via Explainable AI](https://mlsanity.com/paper/2410.23101/) (2024)

## Abstract (arXiv)

We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other performance characteristics. The repair problem may also be constrained in that it can only make a small number of changes to the level. We investigate search-based solutions to the level repair problem, particularly using evolutionary and quality-diversity algorithms, with good results. This level repair method is applied to levels generated using a machine learning-based procedural content generation (PCGML) method that generates stylistically appropriate but frequently broken levels. This combination of PCGML for generation and search-based methods for repair shows great promise as a hybrid procedural content generation (PCG) method.
