Shaker et al., 2011 - Google Patents
The 2010 Mario AI championship: Level generation trackShaker et al., 2011
View PDF- Document ID
- 12305855521567414402
- Author
- Shaker N
- Togelius J
- Yannakakis G
- Weber B
- Shimizu T
- Hashiyama T
- Sorenson N
- Pasquier P
- Mawhorter P
- Takahashi G
- Smith G
- Baumgarten R
- Publication year
- Publication venue
- IEEE Transactions on Computational Intelligence and AI in Games
External Links
Snippet
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)- sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators …
- 238000000034 method 0 abstract description 30
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/10—Control of the course of the game, e.g. start, progess, end
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/12—Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06N—COMPUTER SYSTEMS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N3/00—Computer systems based on biological models
- G06N3/12—Computer systems based on biological models using genetic models
- G06N3/126—Genetic algorithms, i.e. information processing using digital simulations of the genetic system
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce, e.g. shopping or e-commerce
- G06Q30/02—Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Shaker et al. | The 2010 Mario AI championship: Level generation track | |
Perez-Liebana et al. | General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms | |
Togelius et al. | Search-based procedural content generation | |
Ortega et al. | Imitating human playing styles in super mario bros | |
Pedersen et al. | Modeling player experience for content creation | |
Cowley et al. | Toward an understanding of flow in video games | |
Togelius et al. | Search-based procedural content generation: A taxonomy and survey | |
Smith et al. | An inclusive taxonomy of player modeling | |
Shaker et al. | The turing test track of the 2012 mario ai championship: entries and evaluation | |
CN113660987A (en) | Generating gaming robots adapted for gaming applications | |
Roberts et al. | Learning-based procedural content generation | |
Jaffe | Understanding game balance with quantitative methods | |
Raffe et al. | Integrated approach to personalized procedural map generation using evolutionary algorithms | |
Wang et al. | Thinking style and team competition game performance and enjoyment | |
De Simone et al. | Design of a recommender system for video games based on in-game player profiling and activities | |
Nguyen et al. | Analytics-based AI techniques for a better gaming experience | |
Rezvani et al. | Gamers' Behaviour and Communication Analysis in Massively Multiplayer Online Games: A Survey | |
Ripamonti et al. | Multi-agent simulations for the evaluation of looting systems design in MMOG and MOBA games | |
Pusey et al. | The puzzle challenge analysis tool. A tool for analysing the cognitive challenge level of puzzles in video games | |
Zhou et al. | Discovering of game AIs’ characters using a neural network based AI imitator for AI clustering | |
Bennett et al. | Learning consensus opinion: mining data from a labeling game | |
Zook et al. | Temporal game challenge tailoring | |
Pfau et al. | On Video Game Balancing: Joining Player-and Data-Driven Analytics | |
Piselli et al. | Relating cognitive models of computer games to user evaluations of entertainment | |
Phillips | Video game reward types and the player experience |