Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/29776
Title: The 2010 Mario AI championship : level generation track
Authors: Shaker, Noor
Togelius, Julian
Yannakakis, Georgios N.
Weber, Ben
Shimizu, Tomoyuki
Hashiyama, Tomonori
Sorenson, Nathan
Pasquier, Philippe
Mawhorter, Peter
Takahashi, Glen
Smith, Gillian
Baumgarten, Robin
Keywords: Computer games
Computational intelligence
Evolutionary computation
Super Mario Bros. (Game)
Issue Date: 2011
Publisher: Institute of Electrical and Electronics Engineers Inc.
Citation: Shaker, N., Togelius, J., Yannakakis, G. N., Weber, B., Shimizu, T., Hashiyama, T.,...Baumgarten, R. (2011). The 2010 Mario AI championship: level generation track. IEEE Transactions on Computational Intelligence and AI in Games, 3(4), 332-347.
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 generators—software 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.
URI: https://www.um.edu.mt/library/oar//handle/123456789/29776
Appears in Collections:Scholarly Works - InsDG

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