Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/29589
Title: Imitating human playing styles in Super Mario Bros
Authors: Ortega, Juan
Shaker, Noor
Togelius, Julian
Yannakakis, Georgios N.
Keywords: Artificial intelligence
Human-computer interaction
Video games
Genetic engineering
Interactive computer graphics
Issue Date: 2013
Publisher: Elsevier Ltd.
Citation: Ortega, J., Shaker, N., Togelius, J., & Yannakakis, G. N. (2013). Imitating human playing styles in super mario bros. Entertainment Computing, 4(2), 93-104.
Abstract: We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space.
Description: Preprint submitted to Entertainment Computing.
URI: https://www.um.edu.mt/library/oar//handle/123456789/29589
Appears in Collections:Scholarly Works - InsDG

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