Super Mario evolution

Julian Togelius, Sergey Karakovskiy, Jan Koutník, Jürgen Schmidhuber

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

    Abstract

    We introduce a new reinforcement learning benchmark based on the classic platform game Super Mario Bros. The benchmark has a high-dimensional input space, and achieving a good score requires sophisticated and varied strategies. However, it has tunable difficulty, and at the lowest difficulty setting decent score can be achieved using rudimentary strategies and a small fraction of the input space. To investigate the properties of the benchmark, we evolve neural network-based controllers using different network architectures and input spaces. We show that it is relatively easy to learn basic strategies capable of clearing individual levels of low difficulty, but that these controllers have problems with generalization to unseen levels and with taking larger parts of the input space into account. A number of directions worth exploring for learning better-performing strategies are discussed.

    Original languageEnglish (US)
    Title of host publicationCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
    Pages156-161
    Number of pages6
    DOIs
    StatePublished - 2009
    EventCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games - Milano, Italy
    Duration: Sep 7 2009Sep 10 2009

    Publication series

    NameCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games

    Other

    OtherCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
    Country/TerritoryItaly
    CityMilano
    Period9/7/099/10/09

    Keywords

    • Input representation
    • Neuroevolution
    • Platform games
    • Super Mario Bros

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computational Theory and Mathematics
    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction

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