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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Blending Levels from Different Games using LSTMs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anurag Sarkar</string-name>
          <email>sarkar.an@husky.neu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seth Cooper</string-name>
          <email>scooper@ccs.neu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Northeastern University</institution>
          ,
          <addr-line>Boston, Massachusetts</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recent work has shown machine learning approaches to be effective in training models on existing game data for informing procedural generation of novel content. Specifically, ML techniques have successfully used existing game levels to train models for generating new levels and blending existing ones. Such blending of not just levels, but entire games, has also been proposed as a possible means of generating new games. In this paper, we build on these works by training Long Short Term Memory recurrent neural networks on level data for two separate platformer games-Super Mario Bros. and Kid Icarus-and use these models to create new levels that are blends of levels from both games, thus creating a level generator for a novel, third game.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Procedural content generation (PCG) is the automatic
creation of game content via procedural or algorithmic methods
        <xref ref-type="bibr" rid="ref14 ref15 ref19 ref28 ref34 ref39">(Shaker, Togelius, and Nelson 2016)</xref>
        . Since its use in games
like Elite (Braben and Bell 1984) and Rogue
        <xref ref-type="bibr" rid="ref1">(A.I. Design
1980)</xref>
        , PCG has been widely adopted for generating levels,
maps, weapons, rules, terrain, etc., and has been an active
field of games research. Traditional PCG methods include
search-based optimization (Togelius et al. 2011), constraint
satisfaction
        <xref ref-type="bibr" rid="ref29 ref31">(Smith and Mateas 2011)</xref>
        and grammar-based
methods
        <xref ref-type="bibr" rid="ref29 ref31">(Smith, Whitehead, and Mateas 2011)</xref>
        , to name a
few. However, these often rely on designer-authored rules,
parameters and constraints to guide the generation process
and ensure that the generated content has desired
properties and characteristics. Aside from being time consuming,
such methods may unintentionally capture designer biases.
PCG via Machine Learning (PCGML) has thus emerged as
an alternative to the traditional methods to help overcome
their limitations. Summerville et al. (2017) define PCGML
as “the generation of game content using models that have
been trained on existing game content.” By training on game
data that one wishes to emulate or create novel variations
of, one can capture the desired properties within the trained
model and sample from it to generate new content.
      </p>
      <p>
        Recent work has shown that models trained on
existing Super Mario Bros. levels can generate new levels via
both sequence prediction
        <xref ref-type="bibr" rid="ref14 ref15 ref34 ref39 ref41">(Summerville and Mateas 2016)</xref>
        as
well as blending existing levels
        <xref ref-type="bibr" rid="ref14 ref15 ref34 ref39">(Guzdial and Riedl 2016b)</xref>
        .
Moreover,
        <xref ref-type="bibr" rid="ref11">Gow and Corneli (2015)</xref>
        proposed a theoretical
framework for generating new games by blending not just
levels but entire games, showing that it is possible to blend
two games to create a third whose aesthetics and mechanics
are combinations of those of the original two games.
      </p>
      <p>In this work, we take a step towards implementing this
framework by leveraging PCGML and concept blending.
Specifically, we train Long Short Term Memory recurrent
neural networks (LSTMs) on existing levels of the
platformers Super Mario Bros. and Kid Icarus. We then sample
from the trained models to generate new levels that encode
structural characteristics and properties of levels from both
games. We thus create a level generator that can produce
levels for a third game whose levels contain properties of levels
from the two games used for training. We also implement a
parametrized version of the generator that allows a designer
to control the approximate amount of each original game
desired in the final blended levels.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        PCG via Machine Learning (PCGML). PCGML has
emerged as a promising research area as evidenced by many
successful applications of ML for content generation. Neural
networks in particular have seen wide use for level and map
generation. Hoover, Togelius, and Yannakakis (2015)
generated Super Mario Bros. levels by combining a music
composition technique (functional scaffolding) with a method
for evolving ANNs (NeuroEvolution of Augmenting
Topologies
        <xref ref-type="bibr" rid="ref37">(Stanley and Miikkulainen 2002)</xref>
        ). Autoencoders have
also found related applications, with Jain et al. (2016)
training one on existing levels to generate new levels and repair
generated levels that were unplayable. N-gram models have
also been used by
        <xref ref-type="bibr" rid="ref7">Dahlskog, Togelius, and Nelson (2014</xref>
        )
for generating Super Mario Bros. levels. Guzdial and Riedl
(2016a) used probabilistic graphical models and clustering
to create levels for Super Mario Bros. by training on
gameplay videos. Besides platformers,
        <xref ref-type="bibr" rid="ref38">Summerville et al. (2015)</xref>
        used Bayes Nets for creating The Legend of Zelda levels.
They also used Principal Component Analysis to interpolate
between existing Zelda dungeons to create new ones
        <xref ref-type="bibr" rid="ref11 ref33 ref38 ref5">(Summerville and Mateas 2015)</xref>
        .
      </p>
      <p>
        Markov models have also found use in generating
content. Snodgrass and Ontan˜o´n have done extensive work in
generating levels for Super Mario Bros., Kid Icarus and
Lode Runner
        <xref ref-type="bibr" rid="ref3">(Broderbund 1983)</xref>
        using multi-dimensional
Markov chains
        <xref ref-type="bibr" rid="ref32">(Snodgrass and Ontan˜o´n 2014)</xref>
        , with
hierarchical
        <xref ref-type="bibr" rid="ref11 ref33 ref38 ref5">(Snodgrass and Ontan˜o´n 2015)</xref>
        and constrained
        <xref ref-type="bibr" rid="ref14 ref15 ref28 ref34 ref39 ref41">(Snodgrass and Ontan˜o´n 2016)</xref>
        extensions as well as using
Markov random fields. In particular, our work in blending
levels is most similar to their work on domain transfer using
Markov chains for mapping levels from one game to another
        <xref ref-type="bibr" rid="ref16 ref35">(Snodgrass and Ontan˜o´n 2017)</xref>
        .
      </p>
      <p>
        Finally, Long Short Term Memory recurrent neural
networks (LSTMs) have been particularly effective in
generating game levels.
        <xref ref-type="bibr" rid="ref39 ref41">Summerville and Mateas (2016)</xref>
        used
LSTMs to generate Mario levels by treating each level as a
character string and using these strings to train the network.
The trained network could then use an initial string as a
starting seed to generate new characters, thereby producing new
levels. Though most level generation using LSTMs focuses
primarily on Super Mario Bros., the method can be used to
create generators for any game whose levels are represented
as sequences of text. The success of such techniques for level
generation informed our use of LSTMs in this work.
Mixed-Initiative PCG. This refers to content generation by
harnessing the capabilities of a procedural generator and a
human designer working in concert. Such generators, like
Tanagra
        <xref ref-type="bibr" rid="ref29 ref31">(Smith, Whitehead, and Mateas 2011)</xref>
        , combine the
generator’s ability to rapidly produce multiple levels with
the human ability to evaluate them using superior creativity
and judgment. Authorial control in procedural generators
allows designers to guide generation towards desired content.
Thus, we implemented a parametrized variant of the blended
level generator which lets the designer control the
percentage of either game in the final blend.
        <xref ref-type="bibr" rid="ref44">Yannakakis, Liapis, and
Alexopoulos (2014</xref>
        ) offer an extensive analysis of
mixedinitiative design tools and their effects on creativity.
Concept Blending. Concept blending states that novel
concepts can be produced by combining elements of existing
concepts. The “four space” concept blending theory was
proposed by
        <xref ref-type="bibr" rid="ref8">Fauconnier and Turner (1998</xref>
        ; 2008) and
describes a conceptual blend as consisting of four spaces:
Two input spaces constituting the concepts prior to being
combined
A generic space into which the input concepts are
projected and equivalence points are identified
A blend space into which the equivalent points from the
generic space are projected and new concepts are evolved
        <xref ref-type="bibr" rid="ref10">Goguen (1999)</xref>
        offers a related formalization of
conceptual blending which forms the basis of the COINVENT
computational model
        <xref ref-type="bibr" rid="ref27">(Schorlemmer et al. 2014)</xref>
        . This aims
to develop a “computationally feasible, formal model of
conceptual blending” and has applied conceptual blending
in music
        <xref ref-type="bibr" rid="ref32 ref4">(Cambouropoulos, Kaliakatsos-Papakostas, and
Tsougras 2014)</xref>
        and mathematics
        <xref ref-type="bibr" rid="ref2 ref6">(Bou et al. 2015)</xref>
        .
      </p>
      <sec id="sec-2-1">
        <title>Blending Game Levels and Game Generation. In games,</title>
        <p>
          Guzdial and Riedl (2016b) used conceptual blending to
blend level generation models of Super Mario Bros. and also
looked at different blending approaches to generate levels
          <xref ref-type="bibr" rid="ref16 ref35">(Guzdial and Riedl 2017)</xref>
          . Additionally,
          <xref ref-type="bibr" rid="ref11">Gow and Corneli
(2015)</xref>
          proposed applying conceptual blending not just to
levels of a game, but to games in their entirety. They
presented a framework for generating a novel game by using the
four space blending process of selecting two input games to
blend, creating a generic game concept and then producing
a new blended game by combining the generalized elements
of the input games. They used the Video Game Description
Language (VGDL)
          <xref ref-type="bibr" rid="ref26">(Schaul 2014)</xref>
          to generate a novel game
by combining VGDL specifications of The Legend of Zelda
          <xref ref-type="bibr" rid="ref23 ref24">(Nintendo 1986b)</xref>
          and Frogger
          <xref ref-type="bibr" rid="ref21">(Konami 1981)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Dataset</title>
      <sec id="sec-3-1">
        <title>The Video Game Level Corpus. The data for this work is</title>
        <p>
          taken from the Video Game Level Corpus (VGLC)1. The
VGLC
          <xref ref-type="bibr" rid="ref39 ref41">(Summerville et al. 2016)</xref>
          is a corpus of levels from
a number of games, represented in parseable formats such
as Tile, Graph and Vector. It is small compared to
traditional ML datasets and the general dearth of sufficient game
data for training is a known issue in PCGML. However, the
VGLC is an important step towards addressing this issue and
has already been used in a sizable amount of games research.
Games. We trained on levels from Super Mario Bros.
          <xref ref-type="bibr" rid="ref22">(Nintendo 1985)</xref>
          and Kid Icarus
          <xref ref-type="bibr" rid="ref23 ref24">(Nintendo 1986a)</xref>
          . Both are 2D
platformers released for the Nintendo Entertaiment System
in the 1980s but differ in that Super Mario Bros. levels
progress exclusively from left to right where as Kid Icarus
levels progress from bottom to top. Thus, both are
platformers with similar features which may make them
compatible for blending, but also have different orientations which
1https://github.com/TheVGLC/TheVGLC
might result in interesting blends. For the rest of the paper,
we refer to Super Mario Bros. as SMB and Kid Icarus as KI.
Level Representation. The VGLC contains 15 SMB levels
and 6 KI levels, all of which were used for training. Levels
are represented in the Tile format using w h grids where w
is the width and h is the height of the levels. This is stored as
a text file with each character mapping to a specific tile. This
mapping is stored in a separate JSON file for each game.
Parts of example levels and their text representations are
depicted for SMB and KI in Figures 1 and 2 respectively.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Method</title>
      <p>
        This section discusses the different approaches used in this
work. High-level overviews of the training and generation
phases are given in Figures 3 and 4 respectively.
Blending. Using the conceptual blending framework, our
two input spaces are the SMB and KI level corpora from the
VGLC. For the generic space, we mapped the semantically
common elements in both games to a uniform tile
representation while preserving the tiles that were unique. The only
such common elements we identified were solid ground and
enemy, and replaced their KI representations of # and H in
the corpus with the SMB equivalents of X and E. The
background character (‘-’) was already the same for both games.
Thus, in this generalizing process we use an amalgamation
approach as in
        <xref ref-type="bibr" rid="ref25 ref30">(Ontan˜o´n and Plaza 2010)</xref>
        . Prior to training,
we converted each level into this new generic
representation. These design decisions are matters of personal
preference and it is up to the designer to determine the mapping as
desired.
      </p>
      <p>
        LSTM RNNs. Like vanilla neural nets, recurrent neural
nets (RNNs) learn weights by backpropagating errors
during training. However, unlike standard neural nets where
edges are only connected from input layers to hidden
layers to output layers, edges in RNNs are also connected
from a node to itself over time. Errors are thus
backpropagated not just across separate nodes but also over time steps
making RNNs suitable for processing sequential input and
thus applicable in tasks like handwriting and speech
recognition
        <xref ref-type="bibr" rid="ref12">(Graves, Mohammed, and Hinton 2013)</xref>
        . However,
RNNs suffer from the vanishing gradient problem
        <xref ref-type="bibr" rid="ref18">(Hochreiter 1998)</xref>
        where the error gradient dissipates over time.
Hence, standard RNNs are efficient at learning short-term
SMB/KI
      </p>
      <p>Seed
UW
[SMB weight,
KI weight]
WC
[SMB weight,
KI weight]
WS</p>
      <p>Combined
Generator [sequence]
SMBor
segmK?Ient</p>
      <p>SMB
SMBor
segmK?Ient</p>
      <p>KI</p>
      <p>Classifier [sequence, sgeeEqnnueo?eruangtcheeds YES Repeat for Next Level</p>
      <p>SMB/KI] NO
CGoemnebr[iasneteoqdruencRee]generatGeegseeCnnqoeeur?rrreaeanNtctceteeOdnext seYqEuSence cSoemgm?pleNeGntetOeneratYeEnSext segmeseEngntmo?uegNnhtsO</p>
      <p>YES</p>
      <p>Repeat for Next Level
Classifier
[sequence,</p>
      <p>SMB/KI]
Generate next sequence Generate next segment
GenSMerBator [SMB sequence]SegmNenOt YES</p>
      <p>com?plete
KI Generator [KI sequence]</p>
      <p>
        NO
Enough
segments YES Repeat for
gene?rated Next Level
but not long-term dependencies. To address this,
        <xref ref-type="bibr" rid="ref17">Hochreiter and Schmidhuber (1997)</xref>
        proposed the Long Short-Term
Memory RNN. LSTMs overcome this problem by adding
a memory mechanism to regular RNNs. Being suitable for
sequence-based applications, LSTMs are often used for
predicting the next item in a sequence given the sequence thus
far. This is done by estimating a probability distribution over
possible next items and choosing the most likely one as the
prediction.
      </p>
      <p>
        Training on Level Data. For training, we followed the
method of
        <xref ref-type="bibr" rid="ref39 ref41">Summerville and Mateas (2016)</xref>
        . Each level is
treated as a collection of sequences, with each individual tile
being a point in a sequence. Concretely, a level is a 2D
array of characters, as in Figures 1 and 2, with each tile being
a character in the array. For SMB, we feed in sequences of
columns from left to right, since the levels in SMB progress
horizontally in this direction and for the LSTM to learn the
patterns in the level, we need to induce the appropriate
ordering for the sequences. Similarly, we feed in KI levels in
sequences of rows from bottom to top. For uniformity, SMB
levels were padded with empty space on the top to have
columns of height of height 16, while KI levels had rows
of width 16. This allowed the model to be trained on
sequences of 16 character rows or columns, irrespective of the
game. To tell the LSTM when one row/column ends and the
next begins, we added a delimiter character ‘(’ after every
row/column. The LSTM learns via training to generate this
character after every 16 characters so that generated levels
can be laid out properly.
      </p>
      <p>Due to the disparity in the number of levels for either
game, as well as the low total number of levels, we
duplicated the Mario and Icarus levels 9 and 21 times
respectively, giving us a total of 135 Mario levels and 126 Icarus
levels for training. We used a lower number of KI levels
since its levels were larger than levels in SMB. The levels
were then split into semi-overlapping sequences of
characters. Ultimately, we ended up with a training data set
consisting of 149,103 such sequences of SMB levels and 149,372
sequences of KI levels. To train the LSTM, we used two
matrices—the first storing these sequences of characters,
and the second storing the next character in the level for
each corresponding sequence. Additionally, the sequences
were encoded using One-Hot encoding. In our training
models, the LSTM consisted of 2 hidden layers of 128 blocks
each. The output layer was sent to a SoftMax activation
layer which acted as a categorical probability distribution for
the One-Hot encoded tiles. To prevent overfitting, we used
a dropout rate of 50%. For all models, we used a learning
rate of 0.005, the rmsprop optimizer and categorical
crossentropy loss as the loss function.</p>
      <p>
        Models. We trained 3 different models. One of these used
a combined dataset of SMB+KI levels. We also trained a
model each on just the SMB levels and on just the KI
levels. For training, we used Keras and based code off of the
work of
        <xref ref-type="bibr" rid="ref39 ref41">Summerville and Mateas (2016)</xref>
        , which in turn was
based off work by
        <xref ref-type="bibr" rid="ref20">Karpathy (2015)</xref>
        . Each model was trained
for 50 iterations. While this is a small number, we note that
our dataset is much smaller than datasets for traditional ML
applications and even with this small number of iterations,
we were able to achieve high values for validation accuracy.
Training deeper neural nets for a longer period (preferably
till convergence of some loss-based criterion) is something
to consider for future work. During each iteration of
training, 10% of the dataset was held out for validation.
      </p>
      <p>
        Since SMB and KI levels differ in orientation, an issue in
generating levels was determining how to layout generated
sequences; i.e. should a generated sequence of 16
characters be laid out like an SMB column or a KI row? To this
end, we trained a classifier on the training corpus and then
used it to determine the layout orientation of each generated
sequence. For the classifier, we used a sequential model in
Keras
        <xref ref-type="bibr" rid="ref11 ref33 ref38 ref5 ref6">(Chollet and others 2015)</xref>
        consisting of 1 hidden layer
with 256 neurons each in the input and hidden layers and 1
neuron in the output layer, along with a dropout rate of 50%.
We used the rectifier activation function on the first 2 layers
and a sigmoid activation function on the output layer, along
with the rmsprop optimizer and a learning rate of 0.0005.
With this network, we achieved a classification accuracy of
91.33% on the SMB dataset and 91.29% on the KI dataset.
Level Generation. This involves forwarding an initial seed
through the trained models multiple times until the desired
amount of output is generated. The starting seed is the
initial substring of a level string. The trained LSTM repeatedly
predicts the next most likely character given the previous
characters in the string until enough characters have been
predicted to form a level of desired size.
      </p>
      <p>As mentioned before, we created both a regular blended
level generator as well as a parametrized variant that affords
authorial control. The parameter here refers to weights
(between 0 and 1) assigned to each game that determines what
percentage of the generated level should be derived from
SMB and KI. Using our 3 training models, we implemented 3
generators—an unweighted generator UW, a weighted
generator WC that used the model trained on the combined
corpus of levels and another weighted generator WS that used
the models trained separately i.e. it consisted of an
SMBonly sub generator and KI-only sub generator that could
generate only SMB columns and only KI rows respectively. UW
involved sampling from the combined model and using one
of 2 starting seeds—the initial substring of either an
SMBlike or a KI-like level. For the parametrized generator we had
two approaches—either use the combined generator (WC) or
use the SMB-only and KI-only generators together (WS).</p>
      <p>The generation process for UW is straightforward. We
feed in the starting seed and then iterate until the
generator has predicted enough characters to form the entire level,
with the classifier used to decide which game a generated
sequence belongs to. For the weighted generators, generation
took place in segments. Prior to generating each segment,
we used the weights to determine if the segment should be
SMB-like or KI-like. When using WS, depending on if the
next segment should be SMB or KI, the SMB sub-generator
or the KI sub-generator was used to generate a fixed-size
segment until enough segments had been generated to create
the full level. Using this approach, x% of the level segments
would be SMB-like where as y% would be KI-like, where
x and y are the pre-specified weights. When using WC, the
combined generator was used to create sequences of the
previously determined game for that segment until it had been
fully created, using the classifier to discard any generated
sequences that were not for the current segment. For UW, we
generated levels consisting of 200 sequences. For both WC
and WS, we generated levels consisting of 10 segments, with
each segment containing 20 sequences.</p>
      <p>Layout. Once generated, the sequences forming the levels
are laid out using a basic algorithm. Placing columns after
columns and rows after rows is trivial since we just stack
them one after another. To place a row after a column, we
align its y-coordinate with that of the topmost position in the
column on which the player can stand. To place a column
after a row, we similarly align the y-coordinate of the top
most point on which the player can stand in the column with
the y-coordinate of the previous row. The layout function
in this work is separate from the generator and thus many
different layouts are possible, each necessarily affecting how
playable the levels ultimately are. Further investigating the
goodness of layouts is important future work.</p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>
        <xref ref-type="bibr" rid="ref5">Canossa and Smith (2015)</xref>
        and
        <xref ref-type="bibr" rid="ref30">Smith and Whitehead (2010)</xref>
        have proposed several metrics to evaluate the features of
generated levels. We used the following in this work.
Leniency. This captures a sense of level difficulty by
summing the number of enemy sprites in the level and half the
number of empty sequences (i.e. gaps), negating the sum and
dividing it by the total number of sequences in the level.
Density. This measures how much of the level can be
occupied by the player. For this, we counted the number of
ground and platform sprites in the level and divided it by the
total number of sequences in the level.
      </p>
      <p>KI (n=6)
SMB (n=15)
UW-SMB
UW-KI
WC (0.5,0.5)
WS (0.5,0.5)</p>
      <p>
        L
-0.073
-0.124
-0.083
-0.075
-0.053
-0.083
Sequence Density and Variation. These relate to how
different the generated levels are from the training set
        <xref ref-type="bibr" rid="ref36">(Spitaels
2017)</xref>
        . Sequence density counts the number of sequences in
a level that also exist in the training set and then divides
it by the total number of sequences in the level. Sequence
variation is similar but counts each occurrence of a training
sequence once in a generated level.
      </p>
      <p>Aspect Ratio. This is calculated by dividing the number of
rows (height) in a level by the number of columns (width).</p>
      <p>We used the unweighted generator UW (with both SMB
and KI seeds) and weighted generators WC and WS with
weights of 0.5 to create 100 blended levels each. Results for
the above metrics are given in Table 1.</p>
      <p>
        Expressive Range. Additionally, we wanted to look at the
expressive range of the weighted generators as their weights
are varied. The expressive range of a generator
        <xref ref-type="bibr" rid="ref25 ref30">(Smith and
Whitehead 2010)</xref>
        is the style and variety of the levels it can
generate. To visualize the range of the weighted generators
and compare them with each other, we generated 10 levels
for each of 10 pairs of weights. Figures 5, 6, 7, 8 and 9 show
the range of the weighted generators as the weights are
varied between the two games. Example generated levels for
unweighted and weighted generators are shown in Figures
10 and 11 respectively.
UW-KI
      </p>
      <p>WS(0.5,0.5)</p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>Figures 5, 6, 7, 8 and 9 suggest that altering the weights
does impact the type of levels generated and allows the
designer to roughly interpolate between SMB and KI. For both
Aspect Ratio and Sequence Variation, as we move from a
weight pair of (high-SMB, low-KI) to (low-SMB, high-KI),
the values move from being closer to the SMB corpus to
being closer to the KI corpus, as expected. This is also mostly
true for Leniency and Density though interestingly for these,
while the values follow the same trend, the blends with
higher amount of KI seem to have higher values than the KI
corpus itself. That is, KI-heavy generated levels were more
lenient and dense than the actual KI levels used in training
where as the SMB-heavy generated levels were closer to the
originals in terms of Leniency and Density. For Sequence
Density, the SMB and KI corpora have values of 1 by
definition. It is interesting however that there is a slight decrease
in this value as the amount of KI is increased in the blend.
As for comparing WC and WS, WS seems to adhere more
closely to the range of values between those of the SMB and
KI corpora while WC generates more novel sequences as
evidenced by the lower values for Sequence Density.
Overall, these results suggest that by using the methodology
outlined in the paper, it is possible to generate levels that are
a mix of levels from two other games but that can also be
made to be more like one than the other, as desired by the
designer. Moreover, the unexpected deviations highlighted
above suggest that in addition to emulating training data and
capturing its inherent properties, these generative methods
can also produce novelty as evidenced by some blended
levels having properties outside of the expected range within
the two input games. In the future, more thorough and
rigorous approaches combined with richer datasets might lead to
generative models and processes that are both more
controllable as well as capable of producing more interesting and
novel results.</p>
      <p>WC (0.2,0.8)</p>
      <p>WC (0.4,0.6)
WC (0.6,0.4)</p>
      <p>WC (0.8,0.2)</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion and Future Work</title>
      <p>
        In this work, we trained LSTMs on levels from Super Mario
Bros. and Kid Icarus to generate levels that were blends of
the levels from these two games. This suggests that
leveraging PCGML may help realize the VGDL-based game
generation framework proposed by
        <xref ref-type="bibr" rid="ref11">Gow and Corneli (2015)</xref>
        .
      </p>
      <p>
        There are several directions for future work. An obvious
limitation of this work is that no playability tests were run
on the generated levels nor any playability or path-based
information used in training. Thus, levels are currently not
traversable from start to finish using either SMB or KI
mechanics. Future work could involve using an agent to carve
out a path post-generation or encoding path information into
the training corpus as in
        <xref ref-type="bibr" rid="ref39 ref41">Summerville and Mateas (2016)</xref>
        .
      </p>
      <p>
        Having said that, the lack of playability is not surprising
since we would expect blended levels to require blended
mechanics to be playable. While levels are integral to a
game, so too are the mechanics and player-world
interactions. Blending two games thus necessitates blending their
mechanics as well.
        <xref ref-type="bibr" rid="ref11">Gow and Corneli (2015)</xref>
        demonstrate
this in their VGDL example by combining the mechanics
of The Legend of Zelda with Frogger. The feasibility of
applying the technique discussed in our work towards game
mechanics is worth looking into for future work. It might
additionally be possible to leverage evolutionary algorithms to
evolve game mechanics that are compatible with the newly
blended game and are based off of the mechanics of the
original games being blended.
of blending in mathematical invention. In Proceedings of the
6th International Conference on Computational Creativity.
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Games Workshop.
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