Mario Level Generation From Mechanics Using Scene Stitching
February 07, 2020 Β· Declared Dead Β· π 2020 IEEE Conference on Games (CoG)
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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.
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