Super Mario as a String: Platformer Level Generation Via LSTMs
March 02, 2016 ยท Declared Dead ยท ๐ DiGRA/FDG
"No code URL or promise found in abstract"
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Authors
Adam Summerville, Michael Mateas
arXiv ID
1603.00930
Category
cs.NE: Neural & Evolutionary
Cross-listed
cs.LG
Citations
153
Venue
DiGRA/FDG
Last Checked
2 months ago
Abstract
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.
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