Evolving Levels for Super Mario Bros Using Grammatical Evolution

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@InProceedings{conf/cig/shakerNYTO2012,
  author =       "Noor Shaker and Miguel Nicolau and 
                 Georgios N. Yannakakis and Julian Togelius and Michael O'Neill",
  title =        "Evolving Levels for Super Mario Bros Using Grammatical
                 Evolution",
  booktitle =    "IEEE Conference on Computational Intelligence and
                 Games CIG 2012",
  pages =        "304--311",
  year =         "2012",
  address =      "Granada, Spain",
  month =        "11-14 " # sep,
  DOI =          "doi:10.1109/CIG.2012.6374170",
  isbn13 =       "978-1-4673-1192-2",
  publisher =    "IEEE",
  keywords =     "genetic algorithms, genetic programming, grammatical
                 evolution",
  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