Programmable Cellular Automata
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Abstract (arXiv)
Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 17 of its 51 references that are in the map. First posted on arXiv 5 Sep 2026.
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References · 17
- 2020Language Models are Few-Shot Learnerscited by 32,199
- 2021Evaluating Large Language Models Trained on Codecited by 8,053
- 2025AlphaEvolve: A coding agent for scientific and algorithmic discoverycited by 763
- 2023Eureka: Human-Level Reward Design via Coding Large Language Modelscited by 542
- 2022Evolution through Large Modelscited by 131
- 2024Large Language Models and Games: A Survey and Roadmapcited by 91
- 2023Level Generation Through Large Language Modelscited by 68
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 63
- 2021Growing 3D Artefacts and Functional Machines with Neural Cellular Automatacited by 38
- 2021Illuminating Diverse Neural Cellular Automata for Level Generationcited by 35
- 2024Game Generation via Large Language Modelscited by 24
- 2024GAVEL: Generating Games Via Evolution and Language Modelscited by 24
5 more
- 2024Word2World: Generating Stories and Worlds through Large Language Modelscited by 18
- 2019Organic Building Generation in Minecraftcited by 10
- 2025The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Gamescited by 5
- 2025Word2Minecraft: Generating 3D Game Levels through Large Language Modelscited by 3
- 2025Mortar: Evolving Mechanics for Automatic Game Designcited by 1
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