Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs

Authors

  • Adam Summerville University of California, Santa Cruz
  • Matthew Guzdial Georgia Institute of Technology
  • Michael Mateas University of California, Santa Cruz
  • Mark Riedl Georgia Institute of Technology

DOI:

https://doi.org/10.1609/aiide.v12i2.12895

Keywords:

procedural content generation, machine learning, game ai

Abstract

A touted use of Procedural Content Generation is generating content tailored to specific players. Previous work has relied on human identification of player profile features which are then mapped to level generator features. We present a machine-learned technique to train generators on Super Mario Bros. videos, generating levels based on latent play styles learned from the video. We evaluate the generators in comparison to the original levels and a machine-learned generator trained using simulated players.

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Published

2016-10-08

How to Cite

Summerville, A., Guzdial, M., Mateas, M., & Riedl, M. (2016). Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 12(2), 107–113. https://doi.org/10.1609/aiide.v12i2.12895