Evolving levels for Super Mario Bros using grammatical evolution

Noor Shaker, Miguel Nicolau, Georgios N. Yannakakis, J. Togelius, M. O’Neill
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引用次数: 115

Abstract

This paper presents the use of design grammars to evolve playable 2D platform levels through grammatical evolution (GE). Representing levels using design grammars allows simple encoding of important level design constraints, and allows remarkably compact descriptions of large spaces of levels. The expressive range of the GE-based level generator is analyzed and quantitatively compared to other feature-based and the original level generators by means of aesthetic and similarity based measures. The analysis reveals strengths and shortcomings of each generator and provides a general framework for comparing content generated by different generators. The approach presented can be used as an assistive tool by game designers to compare and analyze generators' capabilities within the same game genre.
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用语法进化法进化《超级马里奥兄弟》的关卡
本文介绍了使用设计语法通过语法进化(GE)来进化可玩的二维平台关卡。使用设计语法表示关卡可以对重要的关卡设计约束进行简单编码,并能对大型关卡空间进行非常紧凑的描述。通过基于美学和相似性的测量方法,对基于语法进化的关卡生成器的表达范围进行了分析,并与其他基于特征的生成器和原始关卡生成器进行了定量比较。分析揭示了每种生成器的优缺点,并为比较不同生成器生成的内容提供了一个通用框架。所介绍的方法可作为游戏设计者的辅助工具,用于比较和分析同一游戏类型中生成器的能力。
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