TY - GEN
T1 - Mario Level Generation from Mechanics Using Scene Stitching
AU - Green, Michael Cerny
AU - Mugrai, Luvneesh
AU - Khalifa, Ahmed
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/8
Y1 - 2020/8
N2 - Video game tutorials allow players to gain mastery over game skills and mechanics. To hone players' skills, it is beneficial from practicing in environments that promote individual player skill sets. However, automatically generating environments which are mechanically similar to one-another is a non-trivial problem. This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes"that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, the proposed system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The proposed system outputs levels that can be beaten using a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare the proposed system to a greedy method that selects scenes that maximize the number of matched mechanics. Unlike the greedy approach, the proposed system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process.
AB - Video game tutorials allow players to gain mastery over game skills and mechanics. To hone players' skills, it is beneficial from practicing in environments that promote individual player skill sets. However, automatically generating environments which are mechanically similar to one-another is a non-trivial problem. This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes"that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, the proposed system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The proposed system outputs levels that can be beaten using a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare the proposed system to a greedy method that selects scenes that maximize the number of matched mechanics. Unlike the greedy approach, the proposed system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process.
KW - Design Patterns
KW - Evolutionary Algorithms
KW - Experience Driven PCG
KW - Feasible-Infeasible 2-Population
KW - PCG
KW - Stitching
KW - Super Mario Bros
UR - http://www.scopus.com/inward/record.url?scp=85096901964&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85096901964&partnerID=8YFLogxK
U2 - 10.1109/CoG47356.2020.9231692
DO - 10.1109/CoG47356.2020.9231692
M3 - Conference contribution
AN - SCOPUS:85096901964
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
SP - 49
EP - 56
BT - IEEE Conference on Games, CoG 2020
PB - IEEE Computer Society
T2 - 2020 IEEE Conference on Games, CoG 2020
Y2 - 24 August 2020 through 27 August 2020
ER -