DocumentCode
2416411
Title
Evolving levels for Super Mario Bros using grammatical evolution
Author
Shaker, Noor ; Nicolau, Miguel ; Yannakakis, Georgios N. ; Togelius, Julian ; Neill, Michael O.
Author_Institution
Center for Comput. Games Res., IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
304
Lastpage
311
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 framework 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.
Keywords
computer games; evolutionary computation; GE-based level generator; Super Mario Bros; assistive tool; design grammars; grammatical evolution; playable 2D platform levels; Electron tubes; Feature extraction; Games; Generators; Grammar; Humans; Linearity;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374170
Filename
6374170
Link To Document