Evolving Levels for Super Mario Bros Using Grammatical Evolution
- Noor Shaker,
- Miguel Nicolau,
- Georgios N. Yannakakis,
- Julian Togelius,
- Michael O’Neill
- ,
- University College Dublin
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewPublication Information
Output type
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOriginal language
EnglishJournal (Volume, Issue Number)
I E E E Transactions on Computational Intelligence and A I in GamesPublication milestones
- Published - 2012
Publication status
Published - 2012
ISSN
1943-068XPublication IDs
- Scopus: 84871946566
Abstract
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.
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