Super Mario as a String: Platformer Level Generation Via LSTMs

March 02, 2016 ยท Declared Dead ยท ๐Ÿ› DiGRA/FDG

๐Ÿ‘ป CAUSE OF DEATH: Ghosted
No code link whatsoever

"No code URL or promise found in abstract"

Evidence collected by the PWNC Scanner

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.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

๐Ÿ“œ Similar Papers

In the same crypt โ€” Neural & Evolutionary

R.I.P. ๐Ÿ‘ป Ghosted

LSTM: A Search Space Odyssey

Klaus Greff, Rupesh Kumar Srivastava, ... (+3 more)

cs.NE ๐Ÿ› IEEE TNNLS ๐Ÿ“š 6.0K cites 11 years ago

Died the same way โ€” ๐Ÿ‘ป Ghosted