Building Mario Levels with Machine Learning | AI and Games

Building Mario Levels with Machine Learning | AI and Games

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Published on ● Video Link: https://www.youtube.com/watch?v=U-CDQtIJ8eg



Super Mario Maker 2
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Duration: 24:49
35,622 views
1,135


It's been 10 years since the first ever Mario AI Competition, so I return to the world of Super Mario level generation research and catch up one some of the more interesting examples that have arisen in recent years.

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You can read the article based on this video on the AI and Games website and on Medium:

http://www.medium.com/@t2thompson/mariomakers-8a67b25866dd

http://www.aiandgames.com/mario-makers
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This video uses footage of Super Mario Bros. from World of Longplays:
https://www.youtube.com/watch?v=rc62hFksKo4

Video footage of 4K Metroid Prime 2 from YouTube channel iamthegr34td3str0y3r:
https://www.youtube.com/watch?v=39xrl9z2ZZs

This video is inspired by the following AI research papers and projects:

STEVE DAHLSKOG:

Steve Dahlskog and Julian Togelius (2012): Patterns and Procedural Content Generation. Proceedings of the FDG Workshop on Design Patterns in Games (DPG).
http://julian.togelius.com/Dahlskog2012Patterns.pdf

Steve Dahlskog and Julian Togelius (2013): Patterns as Objectives for Level Generation. Proceedings of the Workshop on Design Patterns in Games at FDG.
http://julian.togelius.com/Dahlskog2013Patterns.pdf

Steve Dahlskog and Julian Togelius (2014): A Multi-level Level Generator. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).
http://julian.togelius.com/Dahlskog2014Multi.pdf

Steve Dahlskog, Julian Togelius and Mark J. Nelson (2014): Linear levels through n-grams. Proceedings of Academic MindTrek.
http://julian.togelius.com/Dahlskog2014Linear.pdf

ADAM SUMMERVILLE:

Summerville, A.J., Philip, S., & Mateas, M. (2015). MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation.
https://pdfs.semanticscholar.org/79f1/edef6f59446144bd348599e6138ee78589ea.pdf

Summerville, A., & Mateas, M. (2016). Super Mario as a String: Platformer Level Generation Via LSTMs.
https://arxiv.org/pdf/1603.00930.pdf

MATTHEW GUZDIAL:

Guzdial, M.J., & Riedl, M.O. (2016). Toward Game Level Generation from Gameplay Videos. CoRR, abs/1602.07721.https://arxiv.org/ftp/arxiv/papers/1602/1602.07721.pdf

VANESSA VOLZ:

Volz, V., Schrum, J., Liu, J., Lucas, S.M., Smith, A.D., & Risi, S. (2018). Evolving mario levels in the latent space of a deep convolutional generative adversarial network. GECCO.
https://arxiv.org/pdf/1805.00728.pdf

GitHub Repository:
https://github.com/TheHedgeify/DagstuhlGAN

AHMED KHALIFA:

The Mario AI Framework (10th Anniversary Edition)
http://marioai.org/

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#SuperMarioMaker2 #DeepLearning #MachineLearning




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Tags:
machine learning
artificial intelligence
neural network
ai and games
game AI
super mario maker
deep learning
super mario
Mario AI
procedural generation
level generation
genetic algorithm
generative adversarial networks
GAN
AI
procedural level generation
ai and games mario



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