I Can Jump! Exploring Search Algorithms for Simulating Platformer Players

Authors

  • Jonathan Tremblay McGill University
  • Alexander Borodovski McGill University
  • Clark Verbrugge McGill University

DOI:

https://doi.org/10.1609/aiide.v10i3.12744

Keywords:

Video games, Artificial Intelligence

Abstract

Platformer games let players solve real-time, physics-based puzzles by jumping and moving around to reach different goals. Designing levels for this context is a non-trivial task; the placement of well-timed jumps, moving platforms, in- teresting traps, etc., has a complex relationship to in-game challenge and the existence of possible solutions. In this work, we describe three different search algorithms (A⋆, MCTS and RRT) that could be used to simulate player be- haviour in the platformer domain. We evaluate and compare the three approaches applied to three non-trivial levels, show- ing a possible iterative workflow of use to designers, and re- search progress in designing search algorithms for platformer games.

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Published

2014-10-08

How to Cite

Tremblay, J., Borodovski, A., & Verbrugge, C. (2014). I Can Jump! Exploring Search Algorithms for Simulating Platformer Players. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 10(3), 58–64. https://doi.org/10.1609/aiide.v10i3.12744