Evidence map›Paper›PMID 42000807›Full record

ArticleScientific reports2026

A deep generative approach to personalized super mario level design.

Deniz Baharvand, Nima Saeedi, Sina Samadi Gharehveran, Kimia Shirini

Abstract read
In one paragraph

Article in Scientific reports, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Deniz BaharvandDepartment of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran.
Nima SaeediDepartment of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran.
Sina Samadi GharehveranDepartment of Electrical and Computer Engineering, University of Tabriz, Tabriz, Iran.
Kimia ShiriniFaculty of Multimedia, Tabriz Islamic Art University, Tabriz, Iran. ki.shirini@tabriziau.ac.ir.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

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.

Indexed as

Clustering AlgorithmsDeep LearningGenerative Adversarial NetworksHumansNeural Networks, ComputerVideo GamesDeep generative modelsGenerative adversarial networks (GANs)Personalized game designProcedural content generation (PCG)Skill-conditioned level generation

Identifiers

PMID42000807
PMCPMC13254052

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.