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Player Movement Models for Video Game Level Generation
Conference paper   Open access

Player Movement Models for Video Game Level Generation

Sam P Snodgrass and Santiago Ontanon
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, pp 757-763
28 Jul 2017
url
https://doi.org/10.24963/ijcai.2017/105View
Published, Version of Record (VoR) Open Open Access (License Unspecified)

Abstract

Computer & Video Games Machine Learning
The use of statistical and machine learning approaches, such as Markov chains, for procedural content generation (PCG) has been growing in recent years in the field of Game AI. However, there has been little work in learning to generate content, specifically levels, accounting for player movement within those levels. We are interested in extracting player models automatically from play traces and using those learned models, paired with a machine learning-based generator to create levels that allow the same types of movements observed in the play traces. We test our approach by generating levels for Super Mario Bros. We compare our results against the original levels, a previous constrained sampling approach, and a previous approach that learned a combined player and level model.

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