mlsanityData to 14 Oct 2026

Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation

arXiv 2603.26782 ↗First posted 25 Mar 2026cs.AI cs.LGcited by 1

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Abstract (arXiv)

Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game domain, extending language-conditioned generation to multiple games requires learning representations that capture structural relationships across domains. We propose Multiverse, a language-conditioned multi-game level generator that enables cross-game level blending through textual specifications. The model learns a shared latent space aligning textual instructions and level structures, while a threshold-based multi-positive contrastive supervision links semantically related levels across games. This representation allows language to guide which structural characteristics should be preserved when combining content from different games, enabling controllable blending through latent interpolation and zero-shot generation from compositional textual prompts. Experiments show that the learned representation supports controllable cross-game level blending and significantly improves blending quality within the same game genre, while providing a unified representation for language-conditioned multi-game content generation.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 18 of its 25 references that are in the map. First posted on arXiv 25 Mar 2026.

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18 of 25 references.

References · 18

  1. 2021Learning Transferable Visual Models From Natural Language Supervisioncited by 33,744
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  3. 2017Neural Discrete Representation Learningcited by 4,712
  4. 2018Fast Decoding in Sequence Models using Discrete Latent Variablescited by 104
  5. 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
  6. 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 64
  7. 2020Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Networkcited by 52
  8. 2016The VGLC: The Video Game Level Corpuscited by 41
  9. 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
  10. 2020Controllable Level Blending between Games using Variational Autoencoderscited by 14
  11. 2023The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddingscited by 14
  12. 2021Dungeon and Platformer Level Blending and Generation using Conditional VAEscited by 10
6 more
  1. 2023How to Evaluate Semantic Communications for Images with ViTScore Metric?cited by 6
  2. 2024Moonshine: Distilling Game Content Generators into Steerable Generative Modelscited by 4
  3. 2025IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generationcited by 4
  4. 2025Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RLcited by 3
  5. 2023Procedural Content Generation via Knowledge Transformation (PCG-KT)cited by 2
  6. 2025Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representationcited by 2

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