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Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van Poppelen, Boris Jakovljevic, and Nadia Boudewijn
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Page 1: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Evolving Levels for Super Mario Bros Using Grammatical Evolution

&Evolving a Ms. Pac-Man Controller

Using Grammatical Evolution

Presentation byAlex van Poppelen, Boris Jakovljevic, and Nadia Boudewijn

Page 2: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

The papers

• Written by several people (1 person worked on both papers) from:

Natural Computing Research & Applications Group, University College Dublin, Ireland

&Center for Computer Games Research, IT University of Copenhagen, Denmark

• Fairly recent: 2010 (Ms. PacMan) / 2012 (SMB)

Page 3: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Contents

•Grammatical Evolution (Nadia)

•Using grammatical evolution to evolve a Ms. Pac-Man controller (Alex)

•Using grammatical evolution to evolve levels for Super Mario Bros (Boris)

Page 4: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Grammatical Evolution (GE)

• Relatively new concept (1998)• Related to the idea of genetic programming (GP):

find an executable program that will achieve a good fitness value for the given objective function

• Main difference:GP: uses tree style structured expressions that are

directly manipulated

GE: manipulates integer strings, that are subsequently mapped to a program through the use of a grammar

Page 5: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Grammatical Evolution• Integer strings -> grammar -> program• fitness(program) -> integer string

• Inspired by nature: separate genotype from phenotype• Genotype: integer string• Phenotype: tree-like structure that is evaluated recursively

(same as GP)

• Benefit of GE’s modular approach: no specific algorithm or method is required to perform search operations

• It is possible to structure a GE grammar that for a given function/terminal set is equivalent to genetic programming.

Page 6: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

What is a grammar?

“Grammar” can apply to:• Natural Language (Linguistics): a set of structural rules

governing the composition of clauses, phrases and words in any given natural language.

• Formal Language (mathematics, logic ,and theoretical computer science): is a set of production rules for strings in a formal language.

A grammar does not describe the meaning of the strings or what can be done with them in

whatever context.

Page 7: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Only syntax – NO semantics

1. The ate bear the fish2. The bear ate the fish3. The fish ate the bear

The grammar for the natural language English will accept sentences 2 & 3, but will reject sentence 1.

What does it mean to say that a grammar accepts some string (or sentence)?

Page 8: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Example CFG and parse treeLanguage: anbn

Context Free Grammar:S :- a S bS :- Є

Parse tree for “aabb”:

Є

Page 9: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Context-Free grammar?• Equivalent to Backus-Naur Form

• CF-grammar: lexicon of words and symbols + production rules

• Two classes of symbols: terminal + non-terminal• Formal language defined by a CFG: set of strings derivable

from the start symbol

• CF-grammar use:• A device for generating sentences• A device for assigning a structure to a given sentence

Page 10: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Formal CFG definition

Page 11: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressive Power• Formal mechanisms (CFG’s, Markov Models, transducers etc.)

can be described in terms of their power: = in terms of the complexity of the phenomena they can describe

• One grammar has greater generative power or complexity than another if it can define a language the other cannot define.

• Chomsky Hierarchy: hierarchy of grammars, where the set of languages describable by grammars of greater power subsumes the set of languages describable by grammars of less power.

Page 12: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Chomsky hierarchy

Page 13: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Back to GE

•Population: a set of integer strings

•Applying a mapping rule, these integer strings are converted into problem instances following the rules of the Context-Free Grammar involved

Page 14: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Criticism and Variants• Due to the fact that GE uses a mapping operation, GE’s genetic

operators do not achieve high locality: small changes in the genotype always result in small changes in

the phenotype• This is a highly regarded property of genetic operators in

evolutionary algorithms.

• One possibility for variants is to use particle swarm optimization to carry out the search instead of genetic algorithms

Page 15: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Evolving a Ms. Pac-Man Controller using GE

Deterministic?

Page 16: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Ms. Pac-Man Competition• Aims to provide best software controller for the game of Ms.

Pac-Man

• Best human player score: 921,360• Best computer score: 30,010• Hand-coded agent• Developed by Matsumoto et al from Kyoto, Japan• Year 2009

Page 17: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Using an Evolutionary Approach• Previous approach by Koza:• Used Genetic Programming to combine pre-defined actions and

conditional statements to evolve a simple Ms. Pac-Man player• Goal: Achieve highest score• Fitness function: Points earned per game• Used reinforcement learning and the cross-entropy method to

assist agent in learning appropriate decisions

• This paper:• Attempts to successfully evolve rules in the form of “if

<condition> then perform <action>”• Uses Grammatical Evolution

Page 18: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Representation• Grammatical evolution represents programs as a variable

length linear genome• Genome is an integer array of elements called codons• Genotype mapped to phenotype using grammar in Backus-

Naur Form• Mapping function:• Rule = c mod r• c is the codon integer value• r is the number of choices for the current symbol

• Codons may remain unused, or there may not be enough. In the latter case, may wrap back to the beginning up to a maximum number of times

Page 19: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Simplified Grammar

Page 20: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

High-Level Functions

Page 21: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Experimental Setup• One level, one life

• Fitness function: Add scores for each pill, power pill, and ghost eaten

• Generation approach• Population size 100• Ramped half and half initialization method (max tree depth 10)• Tournament selection size 2• Int flip mutation (probability 0.1)• One-point crossover (probability 0.7)• Maximum of 3 wraps allowed to “fix”invalid individuals

Page 22: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Best Evolved Controller

• Very aggressive• Heads for power pills and then tries to eat all edible ghosts

without looking to see if there are inedible ghosts in the way

Page 23: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Benchmarking Performance

• Compared evolved agent to 4 other agents• Hand-coded agent• Random agent (chooses up, down, left, right, or neutral at every

time step)• Random Non-Reverse agent (same as random, but no back-

tracking)• Simple Pill Eater (heads for nearest pill, ignores all else)

Page 24: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Different Ghost Teams

• Three different ghost teams were used to test the agents

• Random team (Each ghost chooses a random direction each time step, no back-tracking)

• Legacy team (Three ghosts use different distance metrics: Manhattan, Euclidean, and shortest path distance. Last ghost makes random moves)

• Pincer team (Each ghost attempts to pick the closest junction to Ms. Pac-Man within a certain distance in order to trap her)

Page 25: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Results

Page 26: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Conclusions

• Evolved controller beat their own hand-coded controller against all ghost teams

• Evolved controller did not match of exceed the score of Matsumoto’s hand-coded agent

• But: Matsumoto’s agent was given three lives, could earn more lives, and had more than one level to play

• Our question: Why didn’t they evolve their controller under the same circumstances?

Page 27: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Evolving Levels for Super Mario Bros Using

Grammatical EvolutionBoris Jakovljevic

Page 28: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

The paper

• Authors:• Noor Shaker• Miguel Nicolau• Georgios N. Yannakakis (Member, IEEE)• Julian Togelius (Member, IEEE)• Michael O’Neill

Page 29: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Table of Contents• Introduction• Background• Testbed Platform Game• Level Representation• GE-based Level Generator• Other Generators• Expressivity Analysis• Conclusions and Future Work

Page 30: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Introduction• Game Development Time and Money Automatic Game

Content Generation• Compare different techniques of content generation• Large amount of content Automatic Evaluation

• Genetic Programming Grammatical Evolution• Greater control of output• Generalization to different types of games

• Framework generators’ Expressivity Range analysis and comparison

Page 31: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Background• Grammatical Evolution

• Framework generators’ Expressivity Range analysis and comparison• Suggested by G. Smith and J. Whitehead in ‘Analyzing the

expressive range of a level generator’ from “Proceedings of the 2010 Workshop on Procedural Content Generation in Games”; ACM, 2010, p. 4

• Defined Description Metrics• Visualize the Generative Space• Analyze the (Parameters Expressivity) relation of Level

Generators

Page 32: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Background• Framework extended through:• more informative aesthetic measures of generators’ expressivity• applying the above measures to analyze and compare

expressivity ranges of 3 level generators

Page 33: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Testbed Platform Game• A modified version of Markus “Notch” Persson’s Infinite Mario

Bros (IMB)*.• Super Mario Bros – a very rich Environment Representation.

• J. Togelius, S. Karakovskiy, J. Koutnik, and J. Schmidhuber, “Super Mario Evolution” in Proceedings of the 5th international conference on Computational Intelligence and Games, ser. CIG’09. Piscataway, NJ, USA: IEEE Press, 2009, pp. 156-161

Page 34: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Level Representation• IMB:• 2D array of Objects (brick blocks, coins, enemies…)• Short levels

• 100 “blocks” wide• app. 30 seconds to finish

• A set of “chunks”:• platforms• gaps• tubes• cannons• boxes• coins• enemies

Page 35: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Level Representation• More “terrain”:• Obstruction Platforms• Hills

Page 36: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorDesign Grammar• Ease of Interaction for designers• Chunk positioning regardless of other chunks

• Problems?

• Chunk properties:• x and y starting point coordinates in a 2D Level Array

[5 ... 95], [3 … 5]• gap width• number of boxes• number of enemies• number of coins• height of flower tubes and cannons

Page 37: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorDesign Grammar• Example phenotype:

• Genotype Phenotype mapping• a deterministic process• guided by specified grammar• parameters chunks

Page 38: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorDesign Grammar

• Limitations• Game experience

• width of the platform before the chunk

• width of the platform after the chunk

• Placement of enemies• First version of grammar

in groups (always on platforms)

First version of the grammar<chunks> ::= <chunk> |<chunk> <chunks><chunk> ::= gap(<x>,<y>,<wg>)

| platform(<x>,<y>,<w>)| hill(<x>,<y>,<w>)| cannon_hill(<x>,<y>,<h>)| tube_hill(<x>,<y>,<h>)| coin(<x>,<y>,<wc>)| cannon(<x>,<y>,<h>)| tube(<x>,<y>,<h>)| boxes(<x>,<y>,<wb>)| enemy(<x>,<y>,<we>)

<x> :: = [5..95] <y> ::= [3..5]<wg> ::= [2..5]<w> ::= [3..15]<h> ::= [2..3] <wb> ::= [2..7]<we> ::= [1..7]

Page 39: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorDesign Grammar

• Limitations• More variability

• More enemy types / any platform with:1. constructing the physical

structure of the level2. calculating the possible

spawn positions3. spawning enemies on one of

possible positions

• Enemy’s position parameter in grammar(maintain deterministicgenotype phenotype mapping)

First version of the grammar<chunks> ::= <chunk> |<chunk> <chunks><chunk> ::= gap(<x>,<y>,<wg>)

| platform(<x>,<y>,<w>)| hill(<x>,<y>,<w>)| cannon_hill(<x>,<y>,<h>)| tube_hill(<x>,<y>,<h>)| coin(<x>,<y>,<wc>)| cannon(<x>,<y>,<h>)| tube(<x>,<y>,<h>)| boxes(<x>,<y>,<wb>)| enemy(<x>,<y>,<we>)

<x> :: = [5..95] <y> ::= [3..5]<wg> ::= [2..5]<w> ::= [3..15]<h> ::= [2..3] <wb> ::= [2..7]<we> ::= [1..7]

Page 40: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorDesign Grammar<level> ::= <chunks> <enemy><chunks> ::= <chunk> |<chunk> <chunks><chunk> ::= gap(<x>,<y>, <wg>,<wbefore>,<wafter>)

| platform(<x>,<y>,<w>)| hill(<x>,<y>,<w>)| cannon_hill(<x>,<y>,<h>,<wbefore>,<wafter>)| tube_hill(<x>,<y>,<h>,<wbefore>,<wafter>)| coin(<x>,<y>,<wc>)| cannon(<x>,<y>,<h>,<wbefore>,<wafter>)| tube(<x>,<y>,<h>,<wbefore>,<wafter>)| <boxes>

<boxes> ::= <box_type> (<x>,<y>) | ...| <box_type> (<x>,<y>)

<box_type> ::= blockcoin | blockpowerup| rockcoin | rockempty

<enemy> ::= (koopa | goompa)(<x>)| ...| (koopa | goompa)(<x>)

<x> :: = [5..95] <y> ::= [3..5]

Second version of the grammar

• A simplified version of the final grammar

for level design specification;• Superscripts repetitions

Page 41: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorConflict Resolution• x and y any value from [5 ... 95], [3 … 5]• High % of overlapping

• Example:

• Resolution:• priority value chunk

Page 42: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

GE-Based Level GeneratorSample Level

A sample generated level showing some of thegrammar’s limitations

Page 43: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Implementation and Experimental Setup• GEVA software – implement needed functionalities• M. O’Neill, E. Hemberg, C. Gilligan, E. Bartley, J. McDermott, and

A. Brabazon. “GEVA: -grammatical evolution in Java”, ACM SIGEVO-lution, vol. 3, no. 2, pp. 2, pp. 17-22, 2008.

• Experimental parameters:• 1000 runs

• for (generations): 10• population size (individuals): 100

• Maximum derivation tree depth: 100• Tournament selection size: 2• int-flip mutation probability: 0.1 (10%)• one-point crossover probability: 0.7 (70%)

Page 44: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Implementation and Experimental Setup• Fitness function’s objective: levels with acceptable number of

chunks• Fitness function weighted sum of 2 normalized measures• maximum # of chunks – current # of chunks • # of conflicting chunks found

• Conflict:

Page 45: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Notch Level Generator• Incrementally places different chunks

• Difficulty:• number of generated gaps, enemies and enemy types

Page 46: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Parametrized Level Generator• Based on Notch’s level generator• 6 features:• # of gaps in the level• average gap width• # of enemies• placement of enemies

• above or under horizontal blocks• close to gap edge 100%• random placement on ground

• # of powerups• # of boxes

• # of cannons and flower tubes random

Page 47: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity Analysis• 1000 levels• 8 features

• 4 metrics:• Linearity• Density• Leniency• Compression Distance

Page 48: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisLinearity• Variety of hills and platforms• Normalized to [0, 1]

Linearity = 0.99

Linearity = 0

Page 49: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisDensity• Different sized hills stacked• Density value each point

Density = 0

Density = 0.85 (Linearity = 0.4)

Density = 1 (Linearity = 0.9)

Page 50: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisLeniency• Level tolerance• Chunks have different leniency values:• Gaps • Average gap width • Enemies • Cannons, flower tubes • Powerups

Leniency = 1

Leniency = 0

Page 51: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisCompression Distance• Overall structural similarity of output between generators• Levels number sequences• Content events considered:• Increase / Decrease in platform height• Existence / Non-existence of enemies and items• Beginning / Ending of a gap

• Diversity Normalized Compression Distance (NCD)• (content sequence 1) (content sequence 2)

• GE 93%• Parametrized 91%• “Notch” 89%

Page 52: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity Analysis

Page 53: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisHistogram Comparison (GE)

Metrics histogram for 1000 generated levels

Page 54: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisHistogram Comparison (Parametrized)

Metrics histogram for 1000 generated levels

Page 55: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisHistogram Comparison (“Notch”)

Metrics histogram for 1000 generated levels

Page 56: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Expressivity AnalysisStatistical Analysis• All levels across all generators

• linearity leniency• linearity density• leniency density

Page 57: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Conclusion and Future Work• Potential use for game designers• Generator comparison within the same genre

• Future work:• incorporate player experience• design grammar personalization• more detailed expressivity measure

• Limitation:• GE unable to generate high density levels constraint-free

grammar + play-test

Page 58: Evolving Levels for Super Mario Bros Using Grammatical Evolution & Evolving a Ms. Pac-Man Controller Using Grammatical Evolution Presentation by Alex van.

Questions?


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