Abstract
The Level Generation Competition, part of the
IEEE CIS-sponsored 2010 Mario AI Championship, was to
our knowledge the world’s first procedural content generation
competition. Competitors participated by submitting level generators
— software that generates new levels for a version of
Super Mario Bros tailored to individual players’ playing style.
This paper presents the rules of the competition, the software
used, the scoring procedure, the submitted level generators and
the results of the competition. We also discuss what can be
learnt from this competition, both about organizing procedural
content generation competitions and about automatically generating
levels for platform games. The paper is co-authored by
the organizers of the competition (the first three authors) and
the competitors.
IEEE CIS-sponsored 2010 Mario AI Championship, was to
our knowledge the world’s first procedural content generation
competition. Competitors participated by submitting level generators
— software that generates new levels for a version of
Super Mario Bros tailored to individual players’ playing style.
This paper presents the rules of the competition, the software
used, the scoring procedure, the submitted level generators and
the results of the competition. We also discuss what can be
learnt from this competition, both about organizing procedural
content generation competitions and about automatically generating
levels for platform games. The paper is co-authored by
the organizers of the competition (the first three authors) and
the competitors.
Originalsprog | Engelsk |
---|---|
Tidsskrift | I E E E Transactions on Computational Intelligence and A I in Games |
Vol/bind | 3 |
Udgave nummer | 4 |
Sider (fra-til) | 332 - 347 |
Antal sider | 16 |
ISSN | 1943-068X |
Status | Udgivet - 2011 |