The 2010 mario ai championship: Level generation track

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten

    Research output: Contribution to journalArticlepeer-review

    Abstract

    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.

    Original languageEnglish (US)
    Article number6003769
    Pages (from-to)332-347
    Number of pages16
    JournalIEEE Transactions on Computational Intelligence and AI in Games
    Volume3
    Issue number4
    DOIs
    StatePublished - Dec 2011

    Keywords

    • Computational and artificial intelligence
    • Computational intelligence
    • Computer science education
    • Evolutionary computation
    • Hybrid intelligent systems
    • Neural networks education

    ASJC Scopus subject areas

    • Software
    • Control and Systems Engineering
    • Artificial Intelligence
    • Electrical and Electronic Engineering

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