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Super Mario as a String: Platformer Level Generation via LSTMs
- jc4p 10y agoThis is awesome! There's a lot of interesting things that can be done with just the level of sequence generation AI we currently have, transforming the real data into a format for it is the most difficult part, I think. This similar project from a few months ago does Mario level generation and discusses the training data sequence creation in greater detail: https://medium.com/@ageitgey/machine-learning-is-fun-part-2-a26a10b68df3#.914froyx1 https://medium.com/@ageitgey/machine-learning-is-fun-part-2-...
- panic 10y agoEven cooler, you can actually play the AI-generated level from that article if you have Super Mario Maker: https://supermariomakerbookmark.nintendo.net/courses/4AC9-0000-0157-F3C3 https://supermariomakerbookmark.nintendo.net/courses/4AC9-00...
- deleted 10y ago[deleted]
- steven777400 10y agoThis would make for an interesting derivation of the Turing test: can a player determine if a given level was created by a professional game designer or AI?
- sleepychu 10y agoIf the corpus is human levels though then all of the interesting gimmicks are human though, no?
- rav 10y agoThe authors define a level metric for the "linearity" of the level, defined as "how close the level can be fit to a line". This seems like a vague definition -- is it the optimal path taken by the player that is being fit to a line?