Mario Level Generation From Mechanics Using Scene Stitching

February 07, 2020 Β· Declared Dead Β· πŸ› 2020 IEEE Conference on Games (CoG)

πŸ‘» CAUSE OF DEATH: Ghosted
No code link whatsoever

"No code URL or promise found in abstract"

Evidence collected by the PWNC Scanner

Authors Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius arXiv ID 2002.02992 Category cs.AI: Artificial Intelligence Cross-listed cs.NE Citations 27 Venue 2020 IEEE Conference on Games (CoG) Last Checked 4 months ago
Abstract
This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.
Community shame:
Not yet rated
Community Contributions

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

πŸ“œ Similar Papers

In the same crypt β€” Artificial Intelligence

Died the same way β€” πŸ‘» Ghosted