Evolving Levels for Super Mario Bros Using Grammatical Evolution
Created by W.Langdon from
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- @InProceedings{conf/cig/shakerNYTO2012,
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author = "Noor Shaker and Miguel Nicolau and
Georgios N. Yannakakis and Julian Togelius and Michael O'Neill",
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title = "Evolving Levels for {Super Mario Bros} Using
Grammatical Evolution",
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booktitle = "IEEE Conference on Computational Intelligence and
Games CIG 2012",
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pages = "304--311",
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year = "2012",
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address = "Granada, Spain",
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month = "11-14 " # sep,
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DOI = "doi:10.1109/CIG.2012.6374170",
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isbn13 = "978-1-4673-1192-2",
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publisher = "IEEE",
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keywords = "genetic algorithms, genetic programming, grammatical
evolution",
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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 analysed 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 a tool by game designers to
compare and analyze generators' capabilities within the
same game genre.",
- }
Genetic Programming entries for
Noor Shaker
Miguel Nicolau
Georgios N Yannakakis
Julian Togelius
Michael O'Neill
Citations