Breeding a Diversity of Super Mario Behaviors Through Interactive Evolution
- Patrikk D. Sørensen,
- Jeppeh M. Olsen,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
Undefined/UnknownPages from-to (Number of pages)
Pages 357-363Publication milestones
- Published - 2016
Publication status
Published - 2016
Publisher
IEEE, United StatesPublication IDs
- Scopus: 85015417658
Host publication title
Proceedings of the 2016 IEEE Conference on Computational Intelligence and GamesAbstract
Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. While automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context,
they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally,
the user-evolved controllers perform as well as controllers evolved
with a traditional fitness-based approach in terms of distance
traveled. The results suggest that IEC is a viable alternative
in designing diverse controllers for video games that could be
extended to other games in the future.
they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally,
the user-evolved controllers perform as well as controllers evolved
with a traditional fitness-based approach in terms of distance
traveled. The results suggest that IEC is a viable alternative
in designing diverse controllers for video games that could be
extended to other games in the future.
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Accepted author manuscript
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