Evolving Levels for Super Mario Bros Using Grammatical Evolution
- Noor Shaker,
- Miguel Nicolau,
- Georgios N. Yannakakis,
- Julian Togelius,
- Michael O’Neill
- ,
- University College Dublin
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Peer-reviewResume
This paper presents the use of design grammars to evolve playable 2D platform levels through grammatical evolution (GE). Representing levels using design grammars allows simple encoding of important level design constraints, and allows remarkably compact descriptions of large spaces of levels. The expressive range of the GE-based level generator is analyzed and quantitatively compared to other feature-based and the original level generators by means of aesthetic and similarity based measures. The analysis reveals strengths and shortcomings of each generator and provides a general frame- work for comparing content generated by different generators. The approach presented can be used as an assistive tool by game designers to compare and analyze generators’ capabilities within the same game genre.
Publikation information
Produktionstype
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Peer-reviewOriginalsprog
EngelskTidsskrift (Bind, Nummer)
IEEE Transactions on Computational Intelligence and GamesPublikationsmilepæle
- Udgivet - 2012
Publikationsstatus
Udgivet - 2012
ISSN
1943-068XPublication IDs
- Scopus: 84871946566
Metrikker
PlumX
Antal citationer
108
Hentninger
87
