English

Mario Level Generation From Mechanics Using Scene Stitching

Artificial Intelligence 2020-02-11 v1 Neural and Evolutionary Computing

Abstract

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.

Keywords

Cite

@article{arxiv.2002.02992,
  title  = {Mario Level Generation From Mechanics Using Scene Stitching},
  author = {Michael Cerny Green and Luvneesh Mugrai and Ahmed Khalifa and Julian Togelius},
  journal= {arXiv preprint arXiv:2002.02992},
  year   = {2020}
}

Comments

10 pages, 7 figures, submitted to Foundations of Digital Games Conference

R2 v1 2026-06-23T13:34:44.432Z