TY - JOUR
T1 - The 2010 mario ai championship
T2 - Level generation track
AU - Shaker, Noor
AU - Togelius, Julian
AU - Yannakakis, Georgios N.
AU - Weber, Ben
AU - Shimizu, Tomoyuki
AU - Hashiyama, Tomonori
AU - Sorenson, Nathan
AU - Pasquier, Philippe
AU - Mawhorter, Peter
AU - Takahashi, Glen
AU - Smith, Gillian
AU - Baumgarten, Robin
N1 - Funding Information:
Manuscript received October 25, 2010; revised March 10, 2011 and June 02, 2011; accepted August 14, 2011. Date of publication August 30, 2011; date of current version December 14, 2011. This work was supported in part by the European Union FP7 ICT project SIREN (Project 258453) and by the Danish Research Agency project AGameComIn (Project 274-09-0083).
PY - 2011/12
Y1 - 2011/12
N2 - The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generatorssoftware that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
AB - The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generatorssoftware that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
KW - Computational and artificial intelligence
KW - Computational intelligence
KW - Computer science education
KW - Evolutionary computation
KW - Hybrid intelligent systems
KW - Neural networks education
UR - http://www.scopus.com/inward/record.url?scp=83655183706&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=83655183706&partnerID=8YFLogxK
U2 - 10.1109/TCIAIG.2011.2166267
DO - 10.1109/TCIAIG.2011.2166267
M3 - Article
AN - SCOPUS:83655183706
SN - 1943-068X
VL - 3
SP - 332
EP - 347
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 4
M1 - 6003769
ER -