AI and Games
Building Mario Levels with Machine Learning | AI and Games (2019x6)
: 10, 2019
It's been 10 years since the first ever Mario AI Competition, so I return to the world of Super Mario level generation research and catch up one some of the more interesting examples that have arisen in recent years.
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You can read the article based on this video on the AI and Games website and on Medium:
http://www.medium.com/@t2thompson/mariomakers-8a67b25866dd
http://www.aiandgames.com/mario-makers
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This video uses footage of Super Mario Bros. from World of Longplays:
https://www.youtube.com/watch?v=rc62hFksKo4
Video footage of 4K Metroid Prime 2 from YouTube channel iamthegr34td3str0y3r:
https://www.youtube.com/watch?v=39xrl9z2ZZs
This video is inspired by the following AI research papers and projects:
NOOR SHAKER:
http://lynura.com/publications.php
STEVE DAHLSKOG:
Steve Dahlskog and Julian Togelius (2012): Patterns and Procedural Content Generation. Proceedings of the FDG Workshop on Design Patterns in Games (DPG).
http://julian.togelius.com/Dahlskog2012Patterns.pdf
Steve Dahlskog and Julian Togelius (2013): Patterns as Objectives for Level Generation. Proceedings of the Workshop on Design Patterns in Games at FDG.
http://julian.togelius.com/Dahlskog2013Patterns.pdf
Steve Dahlskog and Julian Togelius (2014): A Multi-level Level Generator. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).
http://julian.togelius.com/Dahlskog2014Multi.pdf
Steve Dahlskog, Julian Togelius and Mark J. Nelson (2014): Linear levels through n-grams. Proceedings of Academic MindTrek.
http://julian.togelius.com/Dahlskog2014Linear.pdf
ADAM SUMMERVILLE:
Summerville, A.J., Philip, S., & Mateas, M. (2015). MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation.
https://pdfs.semanticscholar.org/79f1/edef6f59446144bd348599e6138ee78589ea.pdf
Summerville, A., & Mateas, M. (2016). Super Mario as a String: Platformer Level Generation Via LSTMs.
https://arxiv.org/pdf/1603.00930.pdf