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Evolving Levels for Super Mario Bros Using Grammatical Evolution

  • Noor Shaker
    ,
  • Miguel Nicolau
    ,
  • Georgios N. Yannakakis
    ,
  • Julian Togelius
    ,
  • Michael O’Neill
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

English

Journal (Volume, Issue Number)

I E E E Transactions on Computational Intelligence and A I in Games

Publication milestones

  • Published - 2012

Publication status

Published - 2012

ISSN

1943-068X

Publication 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.

Publication metrics

PlumX

Captures
87
Citations
108