Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/81998
Title: Generating levels that teach mechanics
Authors: Cerny Green, Michael
Khalifa, Ahmed
Barros, Gabriella A. B.
Nealen, Andy
Togelius, Julian
Keywords: Computer games -- Design
Level design (Computer science)
Artificial intelligence
Machine learning
Educational games
Issue Date: 2018
Publisher: Association for Computing Machinery
Citation: Cerny Green, M., Khalifa, A., Barros, G. A. B., Nealen, A., & Togelius, J. (2018). Generating levels that teach mechanics. FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital. Malmö.
Abstract: The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.
URI: https://www.um.edu.mt/library/oar/handle/123456789/81998
ISBN: 9781450365710
Appears in Collections:Scholarly Works - InsDG

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