Evolving levels for Super Mario Bros using grammatical evolution

Noor Shaker, Miguel Nicolau, Georgios N. Yannakakis, Julian Togelius, Michael O'Neill

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    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.

    Original languageEnglish (US)
    Title of host publication2012 IEEE Conference on Computational Intelligence and Games, CIG 2012
    Pages304-311
    Number of pages8
    DOIs
    StatePublished - 2012
    Event2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012 - Granada, Spain
    Duration: Sep 11 2012Sep 14 2012

    Publication series

    Name2012 IEEE Conference on Computational Intelligence and Games, CIG 2012

    Other

    Other2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012
    Country/TerritorySpain
    CityGranada
    Period9/11/129/14/12

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction
    • Software

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