most citedSuper Mario as a String: Platformer Level Generation Via LSTMs

97 citations · 198 across the 4 of their papers we have counts for

collaborators

6 papers

cs.AI2017★ 11 cited

Automatic Mapping of NES Games with Mappy

Joseph C. Osborn, Adam Summerville, Michael Mateas

Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-create…

cs.AI2017

CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis

Adam Summerville, Joseph Osborn, Michael Mateas

We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system. Working from a sequence of continuous st…

cs.AI2017

Automated Game Design Learning

Joseph C Osborn, Adam Summerville, Michael Mateas

While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of…

cs.CL2016★ 4 cited

CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics

Adam James Summerville, James Ryan, Michael Mateas +1

In this paper, we present a novel approach to natural language understanding that utilizes context-free grammars (CFGs) in conjunction with sequence-to-sequence (seq2seq) deep lear…

cs.HC2016★ 86 cited

The VGLC: The Video Game Level Corpus

Adam James Summerville, Sam Snodgrass, Michael Mateas +1

Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniq…

cs.NE2016★ 97 cited

Super Mario as a String: Platformer Level Generation Via LSTMs

Adam Summerville, Michael Mateas

The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying…