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

arXiv: https://arxiv.org/abs/2603.26782 · HTML: https://mlsanity.com/paper/2603.26782/

## Key facts

- Cited by 1 papers 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.

## Builds on (most cited first, 18 of 18)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [Fast Decoding in Sequence Models using Discrete Latent Variables](https://mlsanity.com/paper/1803.03382/) (2018)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [MarioGPT: Open-Ended Text2Level Generation through Large Language Models](https://mlsanity.com/paper/2302.05981/) (2023)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [The VGLC: The Video Game Level Corpus](https://mlsanity.com/paper/1606.07487/) (2016)
- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Controllable Level Blending between Games using Variational Autoencoders](https://mlsanity.com/paper/2002.11869/) (2020)
- [The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings](https://mlsanity.com/paper/2308.04052/) (2023)
- [Dungeon and Platformer Level Blending and Generation using Conditional VAEs](https://mlsanity.com/paper/2106.12692/) (2021)
- [How to Evaluate Semantic Communications for Images with ViTScore Metric?](https://mlsanity.com/paper/2309.04891/) (2023)
- [Moonshine: Distilling Game Content Generators into Steerable Generative Models](https://mlsanity.com/paper/2408.09594/) (2024)
- [IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation](https://mlsanity.com/paper/2503.12358/) (2025)
- [Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RL](https://mlsanity.com/paper/2508.09193/) (2025)
- [Procedural Content Generation via Knowledge Transformation (PCG-KT)](https://mlsanity.com/paper/2305.00644/) (2023)
- [Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representation](https://mlsanity.com/paper/2508.09860/) (2025)

## Built on by (most cited first, 1 of 1)

- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)

## 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.
