Level Generation with Quantum Reservoir Computing
João S. Ferreira, Pierre Fromholz, Hari Shaji, James R. Wootton
TL;DR
This work investigates applying Quantum Reservoir Computing (QRC) to real-time procedural level generation in games, aiming to leverage the fixed dynamics of a quantum reservoir on NISQ devices to produce diverse SMB levels and Roblox obby courses with a lightweight trainable output layer. By encoding levels as sequential features and tuning hyperparameters like the temperature $T$ and qubit count $q$, the approach balances novelty and structural coherence, outperforming simple baselines for short sequences and maintaining large-scale structure. The study examines ideal and noisy hardware scenarios, highlighting that noise can erode QRC advantages and motivating hardware-aware design and noise-robust training. The Roblox analysis demonstrates practical feasibility with a 6-qubit configuration, achieving reasonable save-point regularity and lower broken-transition rates, while acknowledging the need for hardware deployment and further noise mitigation in real devices.
Abstract
Reservoir computing is a form of machine learning particularly suited for time series analysis, including forecasting predictions. We take an implementation of \emph{quantum} reservoir computing that was initially designed to generate variants of musical scores and adapt it to create levels of Super Mario Bros. Motivated by our analysis of these levels, we develop a new Roblox \textit{obby} where the courses can be generated in real time on superconducting qubit hardware, and investigate some of the constraints placed by such real-time generation.
