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1603.00930
Cited By
Super Mario as a String: Platformer Level Generation Via LSTMs
2 March 2016
A. Summerville
Michael Mateas
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Papers citing
"Super Mario as a String: Platformer Level Generation Via LSTMs"
20 / 20 papers shown
Title
Measuring Diversity of Game Scenarios
Yuchen Li
Ziqi Wang
Qingquan Zhang
Jialin Liu
Jiaheng Liu
63
2
0
17 Jan 2025
Level Generation Through Large Language Models
Graham Todd
Sam Earle
Muhammad Umair Nasir
M. Green
Julian Togelius
19
73
0
11 Feb 2023
Evolving Flying Machines in Minecraft Using Quality Diversity
Alejandro Medina
Melanie Richey
Mark Mueller
Jacob Schrum
24
2
0
01 Feb 2023
Clustering-based Tile Embedding (CTE): A General Representation for Level Design with Skewed Tile Distributions
Mrunal Jadhav
Matthew J. Guzdial
13
1
0
23 Oct 2022
Deep Surrogate Assisted Generation of Environments
Varun Bhatt
Bryon Tjanaka
Matthew C. Fontaine
Stefanos Nikolaidis
48
35
0
09 Jun 2022
Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning
Mrunal Jadhav
Matthew J. Guzdial
AI4TS
9
10
0
07 Oct 2021
Generating Lode Runner Levels by Learning Player Paths with LSTMs
Kynan Sorochan
Jerry Chen
Yu
Matthew J. Guzdial
10
8
0
27 Jul 2021
TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games
Emily Halina
Matthew J. Guzdial
16
10
0
26 Jul 2021
On the Importance of Environments in Human-Robot Coordination
Matthew C. Fontaine
Ya-Chuan Hsu
Yulun Zhang
Bryon Tjanaka
Stefanos Nikolaidis
31
55
0
21 Jun 2021
Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Anurag Sarkar
Seth Cooper
18
30
0
24 Feb 2021
Sequential Segment-based Level Generation and Blending using Variational Autoencoders
Anurag Sarkar
Seth Cooper
3DV
19
26
0
17 Jul 2020
Tabletop Roleplaying Games as Procedural Content Generators
Matthew J. Guzdial
Devina Acharya
M. Kreminski
Michael Cook
M. Eladhari
Antonios Liapis
Anne Sullivan
25
12
0
12 Jul 2020
Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning
Vanessa Volz
Niels Justesen
Sam Snodgrass
S. Asadi
Sami Purmonen
Christoffer Holmgård
Julian Togelius
S. Risi
19
10
0
26 May 2020
A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros
Tianye Shu
Ziqi Wang
Jialin Liu
Xin Yao
20
12
0
13 May 2020
Mario Level Generation From Mechanics Using Scene Stitching
M. Green
Luvneesh Mugrai
Ahmed Khalifa
Julian Togelius
27
23
0
07 Feb 2020
PCGRL: Procedural Content Generation via Reinforcement Learning
Ahmed Khalifa
Philip Bontrager
Sam Earle
Julian Togelius
13
143
0
24 Jan 2020
Addressing the Fundamental Tension of PCGML with Discriminative Learning
Isaac Karth
Adam M. Smith
24
34
0
10 Sep 2018
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Vanessa Volz
Jacob Schrum
Jialin Liu
Simon Lucas
Adam M. Smith
S. Risi
GAN
65
230
0
02 May 2018
Procedural Content Generation via Machine Learning (PCGML)
A. Summerville
Sam Snodgrass
Matthew J. Guzdial
Christoffer Holmgård
Amy K. Hoover
Aaron Isaksen
Andy Nealen
Julian Togelius
3DV
17
385
0
02 Feb 2017
The VGLC: The Video Game Level Corpus
A. Summerville
Sam Snodgrass
Michael Mateas
Santiago Ontañón
8
120
0
23 Jun 2016
1