Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning
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 \textit{Sokoban}, and find that our approach can generate valid levels without sacrificing soluti...
| Authors | Emily Halina, Matthew Guzdial |
|---|---|
| Primary category | cs.AI |
| Published | 13 July 2026 |
| Last updated at source | 13 July 2026 |
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