A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework
- Britton Horn,
- Steve Dahlskog,
- Noor Shaker,
- Gillian Smith,
- Julian Togelius
- ,
- University of California
Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper
Peer-reviewOriginal language
EnglishPublication milestones
- Published - 2014
Publication status
Published - 2014
Abstract
Evaluation is an open problem in procedural content generation
research. The eld is now in a state where there
is a glut of content generators, each serving dierent purposes
and using a variety of techniques. It is dicult to
understand, quantitatively or qualitatively, what makes one
generator dierent from another in terms of its output. To
remedy this, we have conducted a large-scale comparative
evaluation of level generators for the Mario AI Benchmark,
a research-friendly clone of the classic platform game Super
Mario Bros. In all, we compare the output of seven dierent
level generators from the literature, based on dierent
algorithmic methods, plus the levels from the original Super
Mario Bros game. To compare them, we have dened six
expressivity metrics, of which two are novel contributions in
this paper. These metrics are shown to provide interestingly
dierent characterizations of the level generators. The results
presented in this paper, and the accompanying source
code, is meant to become a benchmark against which to test
new level generators and expressivity metrics.
Related Event
Title
International Conference on the Foundations of Digital Games
Event type
ConferenceDate
03/04/2014 - 07/04/2014Location
Sailing from Ft. Lauderdale, FL United States
