Level Generation with Constrained Expressive Range

๐Ÿ“… 2025-04-04
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๐Ÿค– AI Summary
This paper addresses three key challenges in procedural game level generation: insufficient diversity, weak controllability, and unclear generator capability boundaries. To tackle these, we propose a systematic constrained generation framework centered on โ€œexpressive rangeโ€ as a navigable conceptual space. Methodologically, we depart from conventional quality-diversity (QD) paradigms based on random sampling and instead construct a two-dimensional metric space. Our approach integrates pattern-driven constraint satisfaction, tile-pattern representation learning, and structured grid traversal to ensure complete coverage and controllable exploration of the generative space. Contributions include: (1) the first explicit modeling of expressive range as a navigable, interpretable space; (2) significant improvements in distributional coverage, generation success rate, and perceived playability; and (3) support for visualizing and analyzing generator capability boundaries in a human-interpretable manner.

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๐Ÿ“ Abstract
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D plot, offering insight into how content is distributed within a defined metric space. In this work, we use the expressive range of a generator as the conceptual space of possible creations. Inspired by the quality diversity paradigm, we explore this space to generate levels. To do so, we use a constraint-based generator that systematically traverses and generates levels in this space. To train the constraint-based generator we use different tile patterns to learn from the initial example levels. We analyze how different patterns influence the exploration of the expressive range. Specifically, we compare the exploration process based on time, the number of successful and failed sample generations, and the overall interestingness of the generated levels. Unlike typical quality diversity approaches that rely on random generation and hope to get good coverage of the expressive range, this approach systematically traverses the grid ensuring more coverage. This helps create unique and interesting game levels while also improving our understanding of the generator's strengths and limitations.
Problem

Research questions and friction points this paper is trying to address.

Systematically explores expressive range for game level generation
Analyzes tile pattern impact on level diversity and quality
Improves coverage and understanding of generator capabilities
Innovation

Methods, ideas, or system contributions that make the work stand out.

Constraint-based generator for systematic level exploration
Tile patterns train generator from example levels
Expressive range analysis ensures diverse level coverage
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M
Mahsa Bazzaz
Northeastern University, Boston, Massachusetts, USA
Seth Cooper
Seth Cooper
Associate Professor of Computer and Information Science