Super Mario as a String: Platformer Level Generation Via LSTMs

Authors

  • Adam J. Summerville
  • Michael Mateas

Keywords:

pcg, video games, machine learning, recurrent neural networks, lstm

Abstract

The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Bros. levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Bros. levels.

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Published

2016-01-01

Bibtex

@Conference{digra752, title ="Super Mario as a String: Platformer Level Generation Via LSTMs", year = "2016", author = "Summerville, Adam J. and Mateas, Michael", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/752}", booktitle = "Proceedings of DiGRA/FDG 2016 Conference"}