infinite mario
Deep Static and Dynamic Level Analysis: A Study on Infinite Mario
Guzdial, Matthew James (Georgia Institute of Technology) | Sturtevant, Nathan (University of Denver) | Li, Boyang (Disney Research)
Automatic analysis of game levels can provide as- sistance to game designers and procedural content generation. We introduce a static-dynamic scale to categorize level analysis strategies, which captures the extent that the analysis depends on player simulation. Due to its ability to automatically learn intermediate representations for the task, a convolutional neural network (CNN) provides a general tool for both types of analysis. In this paper, we explore the use of CNN to analyze 1,437 Infinite Mario levels. We further propose a deep reinforcement learning technique for dynamic analysis, which allows the simulated player to pay a penalty to reduce error in its control. We empirically demonstrate the effectiveness of our techniques and complementarity of dynamic and static analysis.
An Object-Oriented Approach to Reinforcement Learning in an Action Game
Mohan, Shiwali (University of Michigan, Ann Arbor) | Laird, John E. (University of Michigan )
In this work, we look at the challenge of learning in an action game,Infinite Mario. Learning to play an action game can be divided intotwo distinct but related problems, learning an object-relatedbehavior and selecting a primitive action. We propose a framework that allows for the use of reinforcement learning for both ofthese problems. We present promising results in some instances of thegame and identify some problems that might affect learning.
Relational Reinforcement Learning in Infinite Mario
Mohan, Shiwali (University of Michigan) | Laird, John E. (University of Michigan)
Relational representations in reinforcement learning allow for the use of structural information like the presence of objects and relationships between them in the description of value functions. Through this paper, we show that such representations allow for the inclusion of background knowledge that qualitatively describes a state and can be used to design agents that demonstrate learning behavior in domains with large state and actions spaces such as computer games.