MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation

Authors

  • Adam Summerville University of California, Santa Cruz
  • Shweta Philip University of California, Santa Cruz
  • Michael Mateas University of California, Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v11i3.12816

Keywords:

MCTS, Monte Carlo Tree Search, Markov Chain, PCG, Procedural Content Generation, Game Design

Abstract

Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.

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Published

2021-06-24

How to Cite

Summerville, A., Philip, S., & Mateas, M. (2021). MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11(3), 68-74. https://doi.org/10.1609/aiide.v11i3.12816