A deep generative approach to personalized super mario level design.

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: A deep generative approach to personalized super mario level design.
Συγγραφείς: Baharvand D; Department of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran., Saeedi N; Department of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran., Gharehveran SS; Department of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran., Shirini K; Faculty of Multimedia, Tabriz Islamic Art University, Tabriz, Iran. ki.shirini@tabriziau.ac.ir.
Πηγή: Scientific reports [Sci Rep] 2026 Apr 18; Vol. 16 (1). Date of Electronic Publication: 2026 Apr 18.
Τύπος έκδοσης: Journal Article
Γλώσσα: English
Στοιχεία περιοδικού: Publisher: Nature Publishing Group Country of Publication: England NLM ID: 101563288 Publication Model: Electronic Cited Medium: Internet ISSN: 2045-2322 (Electronic) Linking ISSN: 20452322 NLM ISO Abbreviation: Sci Rep Subsets: MEDLINE
Imprint Name(s): Original Publication: London : Nature Publishing Group, copyright 2011-
Ιατρικοί όροι (MeSH): Generative Adversarial Networks* , Deep Learning* , Clustering Algorithms*, Humans ; Neural Networks, Computer ; Video Games
Περίληψη: Designing game levels that appropriately match a player's skill level remains a fundamental challenge in procedural content generation, as mismatches in difficulty can lead to player boredom, frustration, and reduced engagement. While deep generative models enable automatic level synthesis at scale, the comparative effectiveness of different GAN architectures for skill-conditioned and personalized level generation remains insufficiently explored. In this work, we investigate the use of generative adversarial networks (GANs) for skill-conditioned procedural content generation by evaluating five architectures: U-Net GAN, StyleGAN, Deep Convolutional GAN (DCGAN), ResNet-GAN, and Spectral Normalization GAN (SN-GAN). Player behavior is clustered into discrete skill groups using Spectral Clustering, and the resulting labels are employed as conditioning signals for level generation. The selected architectures span different convolutional depths, normalization strategies, and regularization mechanisms, enabling a broad and systematic comparison. All models are evaluated using consistent quantitative metrics, including tile distribution entropy, diversity score, discriminator accuracy, generation speed, and pairwise Hamming distance. Quantitative analysis demonstrates that as player skill increases, generated levels exhibit fewer deaths and shorter completion times, while encouraging more complex interactions such as higher jumps and coin collection. Experimental results indicate that ResNet-based and U-Net-style GAN architectures achieve the most favorable balance between level diversity, playability, and training stability, corroborating both qualitative and quantitative assessments. The spectral clustering-based skill-conditioning approach successfully produced personalized levels aligned with each player's abilities, supporting adaptive procedural content generation across different skill groups.
(© 2026. The Author(s).)
Competing Interests: Declarations. Competing interests: The authors declare no competing interests. Ethical and informed consent for data used: This article does not contain any studies with human participants or animals performed by any of the authors.
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Contributed Indexing: Keywords: Deep generative models; Generative adversarial networks (GANs); Personalized game design; Procedural content generation (PCG); Skill-conditioned level generation
Entry Date(s): Date Created: 20260418 Date Completed: 20260612 Latest Revision: 20260726
Update Code: 20260726
PubMed Central ID: PMC13254052
DOI: 10.1038/s41598-026-46199-1
PMID: 42000807
Βάση Δεδομένων: MEDLINE
Περιγραφή
ISSN:2045-2322
DOI:10.1038/s41598-026-46199-1