"What is a Super Mario level anyway?" An Argument For Non-Formalist Level Generation in Super Mario Bros

Thompson, Tommy (2016) "What is a Super Mario level anyway?" An Argument For Non-Formalist Level Generation in Super Mario Bros. In: Digital Games Research Association / Foundation of Digital Games Conference 2016, 1-6 August 2016, Abertay University, Scotland.

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The video game series Super Mario Bros. has proven immensely popular in the field of artificial intelligence research within the last 10 years. Procedural content generation research in Super Mario continues to prove popular to this day. However much of this work is based largely on the notions of creating ‘Mario-like’ level designs, patterns or structures. In this paper, we argue for the need to diversify the generative systems used for level creation within the Super Mario domain through the introduction of more aesthetic-driven and ‘non-formalist’ approaches towards game design. We assess the need for a broader approach to automated design of Mario artefacts and gameplay structures within the context of Super Mario Maker: a Super Mario Bros. level creation tool. By assessing a number of top-ranked levels established within the player community, we recognise a populist movement for more radical level design that the AI community should seek to embrace.

Item Type: Conference or Workshop Item (Paper)
Keywords: artificial intelligence, prcoedural generation
Faculty: ARCHIVED Faculty of Science & Technology (until September 2018)
Depositing User: Tommy Thompson
Date Deposited: 27 Sep 2016 08:15
Last Modified: 09 Sep 2021 19:00
URI: https://arro.anglia.ac.uk/id/eprint/700079

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