The 2010 Mario AI Championship: Level Generation Track
- Noor Shaker,
- Julian Togelius,
- Georgios N. Yannakakis,
- Ben Weber,
- Tomoyuki Shimizu,
- Tomonori Hashiyama
- University of California,
- The University of Electro-Communications,
- Simon Fraser University,
- Imperial College London
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
EnglishPages from-to (Number of pages)
Pages 332 - 347 (16 pages)Journal (Volume, Issue Number)
I E E E Transactions on Computational Intelligence and A I in Games (Volume 3, Issue 4)Publication milestones
- Published - 2011
Publication status
Published - 2011
ISSN
1943-068XPublication IDs
- Scopus: 83655183706
Abstract
The Level Generation Competition, part of the IEEE CIS-sponsored 2010 Mario AI Championship, was to our knowledge the world’s first procedural content generation competition. Competitors participated by submitting level generators — software that generates new levels for a version of Super Mario Bros tailored to individual players’ playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators and the results of the competition. We also discuss what can be learnt from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is co-authored by the organizers of the competition (the first three authors) and the competitors.
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