Corpus ID: 16077591

Super Mario as a String: Platformer Level Generation Via LSTMs

@article{Summerville2016SuperMA,
  title={Super Mario as a String: Platformer Level Generation Via LSTMs},
  author={Adam Summerville and M. Mateas},
  journal={ArXiv},
  year={2016},
  volume={abs/1603.00930}
}
  • Adam Summerville, M. Mateas
  • Published 2016
  • Computer Science
  • ArXiv
  • The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario… CONTINUE READING

    Figures, Tables, and Topics from this paper.

    GenerationMania: Learning to Semantically Choreograph
    • 2
    • PDF
    Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner
    • 10
    • Highly Influenced
    • PDF
    Procedural level generation using multi-layer level representations with MdMCs
    • 2
    • PDF
    Generating General Levels using Markov Chains
    • 1
    Player movement models for platformer game level generation
    • 1
    • Highly Influenced
    • PDF
    Game Level Clustering and Generation using Gaussian Mixture VAEs
    • 1
    • Highly Influenced
    • PDF
    Learning to Generate Video Game Maps Using Markov Models
    • 25

    References

    Publications referenced by this paper.
    SHOWING 1-10 OF 49 REFERENCES
    Linear levels through n-grams
    • 47
    • PDF
    Learning to Execute
    • 380
    • PDF
    Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games
    • 12
    Sequence to Sequence Learning with Neural Networks
    • 10,545
    • PDF
    MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation
    • 26
    • PDF
    Graph Grammars for Super Mario Bros Levels
    • 8
    • PDF
    Generating Sequences With Recurrent Neural Networks
    • 2,414
    • PDF
    The 2010 Mario AI Championship: Level Generation Track
    • 121
    • PDF