# Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

arXiv: https://arxiv.org/abs/2607.12097 · HTML: https://mlsanity.com/paper/2607.12097/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 32 references that are in the map.
- First posted on arXiv 13 Jul 2026.

## Builds on (most cited first, 13 of 13)

- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [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)
- [On the Importance of Environments in Human-Robot Coordination](https://mlsanity.com/paper/2106.10853/) (2021)
- [Co-Creative Level Design via Machine Learning](https://mlsanity.com/paper/1809.09420/) (2018)
- [Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset](https://mlsanity.com/paper/2202.10184/) (2022)
- [The Overcooked Generalisation Challenge: Evaluating Cooperation with Novel Partners in Unknown Environments Using Unsupervised Environment Design](https://mlsanity.com/paper/2406.17949/) (2024)
- [Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning](https://mlsanity.com/paper/2110.03181/) (2021)
- [Joint Level Generation and Translation Using Gameplay Videos](https://mlsanity.com/paper/2306.16662/) (2023)
- [Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach](https://mlsanity.com/paper/2309.13071/) (2023)
- [Analysis of Robustness of a Large Game Corpus](https://mlsanity.com/paper/2504.03940/) (2025)

## Abstract (arXiv)

Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use representations that abstract away this dynamic nature. In this paper, we introduce a novel, domain-independent ``cake'' representation for game levels over time which implicitly encodes dynamic information. We present a novel level generation approach Playtrace Reconstructive Partitioning (PRP) specifically developed for this cake representation. We compare against six state-of-the-art PCG approaches in the game domain of textitSokoban, and find that our approach can generate valid levels without sacrificing solution diversity. We believe our cake representation more neatly encodes the implicit dynamic nature of games compared to existing representations, which allows for our domain-agnostic level generation algorithm PRP.
