The 2010 Mario AI Championship: Level Generation Track

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten

    Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

    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.
    Original languageEnglish
    JournalI E E E Transactions on Computational Intelligence and A I in Games
    Volume3
    Issue number4
    Pages (from-to)332 - 347
    Number of pages16
    ISSN1943-068X
    Publication statusPublished - 2011

    Keywords

    • Computational and artificial intelligence
    • computational intelligence
    • computer science education
    • evolutionary computation
    • hybrid intelligent systems
    • neural networks education

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