Skip to main content

Can’t get enough of ‘Doom’? A.I. can generate an infinite number of new levels

DOOM Level Generation using Generative Adversarial Networks

Tech companies like Google DeepMind have demonstrated how cutting-edge artificial intelligence can learn how to play classic video games better than most human players. But could an A.I. design classic video game stages as well as human designers? That’s a question posed by researchers from Italy, who have developed an artificial neural network that’s capable of generating a theoretically infinite number of new levels of the classic 1993 first-person-shooter Doom. If you’ve spent the past 25 years wishing Doom would never end, today is your lucky day!

Recommended Videos

To create the new levels, two deep-learning neural networks were shown 1,000 existing Doom levels. This gave them the ability to learn the features found in popular levels, and use these as the basis for generating new ones. The researchers didn’t directly have any input on the levels generated. However, their selection of the levels used to teach the network allowed them to exert a small amount of control — like the parent who tries to shape their kids’ music tastes by only playing them classic albums produced during the golden age of, say, 1988 to 1997.

Please enable Javascript to view this content

“There are no explicit bias encoded in the networks that generate the levels, but we expected — and found in our analysis — the networks generate levels that share similarities with levels used for training,” Daniele Loiacono, an assistant professor at Italy’s Politecnico of Milano, told Digital Trends. “Accordingly, choosing the set of levels to use for training makes it possible to affect the quality and the characteristics of the levels generated.”

So what does this mean for future game design then? Are tomorrow’s AAA developer jobs going to snapped up by bots instead of human creators? Not necessarily.

“We think that this work, as well as several recent works in the game research literature, suggest that it would be possible very soon to develop better design tools, where A.I. could assist human designers with the game content creation,” Loiacono said. “Such ‘intelligent’ design tools could save time for human designers and, at the same time, allow them to work at a higher level of abstraction. Our other work deals with using A.I. to generate game content, including tracks for racing games, 3D assets, weapons and maps for FPS, and levels for platformers. In particular, this approach could be applied to generate maps also for real-time strategy, multiplayer online battle arena, and RPG games.”

Along with Loiacono, other researchers on the project included former Politecnico di Milano student Edoardo Giacomello and Pier Luca Lanzi, a full professor at the university. You can read their paper here. The project’s repository is also available for examination on Github.

Luke Dormehl
Former Digital Trends Contributor
I'm a UK-based tech writer covering Cool Tech at Digital Trends. I've also written for Fast Company, Wired, the Guardian…
If you can’t get enough Palworld, try these great games next
A pal aiming a gun in Palworld.

Palworld took the world by storm following its early access launch on January 19. It peaked at over 2.1 million concurrent players on Steam, selling over 12 million copies on that platform alone and amassing at least 7 million more purchases via Xbox Game Pass. That means you’ve probably played it at this point, even if you aren’t playing many other video games right now. Thankfully, the melting pot -- or derivative, depending on who you ask -- design of Palworld makes it a gateway game to several other amazing titles.

From fellow captivating survival crafting titles to games in other genres that Palworld has pulled features and inspiration from, there’s a lot to try out if you're looking to branch out and play some other games the next time you take a break from Palworld. In particular, we recommend playing the following five titles to get a better idea of where Palworld's inspiration came from and where it might go in the future.
Minecraft

Read more
I’m a laptop reviewer, and I can’t wait for the new Windows on ARM laptops
A laptop and a camera on a table with a Qualcomm logo on the screen.

When I first heard that Apple was putting ARM into its MacBook lineup, I was more than a little skeptical. There's no way, I thought, that smartphone chips could compete with Intel CPUs, despite Geekbench scores that argued otherwise. Since then, all my assumptions have been proven wrong.

And there's a reason: ARM can be really fast when built the right way and integrated with the OS, and it's also incredibly efficient. My MacBook Pro 16 with the M3 Max chipset is superfast and lasts me two days between charges. With that in mind, my hopes are sky-high for this next generation of Windows on ARM laptops.
Not so special so far

Read more
I can’t wait to fly around Outcast: A New Beginning’s world again
Key art for Outcast: A New Beginning

The original Outcast was way ahead of its time when it launched in 1999. It was an ambitious sci-fi title with dense lore, an orchestral soundtrack, and an open world before most of those features were common aspects of big-budget games. Of course, it feels dated nowadays (as seen with the lukewarm reception to its 2017 remake), but the ambition of the original Outcast certainly sets a high bar for any sequel to meets. Unfortunately, an early 2000s attempt at getting a sequel never materialized due to publisher Infogrames’ struggles.

Embracer Group bought the Outcast IP in 2019, so subsidiary THQ Nordic helped reform developer Appeal Studios with many of the original developers and tasked them with making a follow-up. Unlike the TimeSplitters devs at Free Radical Entertainment -- who are being shut down by Embracer Group this month -- the renewed version of Appeal Studios will be able to share their vision for a modern sequel next March with Outcast: A New Beginning.

Read more