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A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework

  • Britton Horn
    ,
  • Steve Dahlskog
    ,
  • Noor Shaker
    ,
  • Gillian Smith
    ,
  • Julian Togelius
Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper
Peer-review

Open access

Publication Information

Output type

Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper
Peer-review

Original language

English

Publication 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

Conference

Date

03/04/2014 - 07/04/2014

Location

Sailing from Ft. Lauderdale, FL United States