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

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    Abstrakt

    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.
    OriginalsprogEngelsk
    TidsskriftI E E E Transactions on Computational Intelligence and A I in Games
    Vol/bind3
    Udgave nummer4
    Sider (fra-til)332 - 347
    Antal sider16
    ISSN1943-068X
    StatusUdgivet - 2011

    Citationsformater