Roguelike Celebration: Level Generation Using Machine Learning

speaker, 2017

Presented at the Roguelike Celebration in San Francisco in November 2017, the project used machine learning to mine decades of hand-authored level design instead of writing another generator by hand.

Covered in Roguelike Celebration Procedural Generation (kchapelier) Internet Archive Christian Mills

The talk, from the Roguelike Celebration channel.

Standard procedural level generation uses hand-coded rules to define room layouts. Decades of hand-designed levels are available as training data instead. The talk examines how models extract structural grammar directly from existing levels rather than manual specifications. The discussion covers the necessary data representations and the patterns the models reproduce accurately. It also details the layout mistakes that human designers avoid.

The presentation includes a live demonstration in Unity.