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Thesis details
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Coevolution of AI and level generation for Super Mario game
Thesis title in Czech: Koevoluce AI a generování levelů do hry Super Mario
Thesis title in English: Coevolution of AI and level generation for Super Mario game
Key words: koevoluce, umělá inteligence, procedurální generování obsahu, Super Mario
English key words: coevolution, artificial intelligence, procedural content generation, Super Mario
Academic year of topic announcement: 2019/2020
Thesis type: diploma thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Vojtěch Černý
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 24.02.2020
Date of assignment: 25.02.2020
Confirmed by Study dept. on: 27.02.2020
Date and time of defence: 16.09.2020 09:00
Date of electronic submission:29.07.2020
Date of submission of printed version:30.07.2020
Date of proceeded defence: 16.09.2020
Opponents: Mgr. Martin Pilát, Ph.D.
 
 
 
Advisors: Mgr. Jakub Gemrot, Ph.D.
Guidelines
The goal of this thesis is to use coevolution to create a player controlled by artificial intelligence (AI) and procedural level generators for a classic platformer game Super Mario. An open-source clone of this game will be used. AI players will be used to evaluate the outputs of the level generators, and vice versa, procedural generators will be evaluated by the AI players. The thesis will include a comparison of achieved results with related works in areas of playing Super Mario by AI and generating levels for it.
References
Togelius, J., Karakovskiy, S., Koutník, J., & Schmidhuber, J. (2009, September). Super mario evolution. In 2009 IEEE symposium on computational intelligence and games (pp. 156-161). IEEE.
Shaker, N., Togelius, J., Yannakakis, G. N., Weber, B., Shimizu, T., Hashiyama, T., ... & Smith, G. (2011). The 2010 Mario AI championship: Level generation track. IEEE Transactions on Computational Intelligence and AI in Games, 3(4), 332-347.
Dahlskog, S., & Togelius, J. (2013). Patterns as objectives for level generation.(2013).
Černý, V. (2018). Procedural Generation of Endless Runner Type of Video Games.
Stanley, K. O., & Miikkulainen, R. (2002). Evolving neural networks through augmenting topologies. Evolutionary computation, 10(2), 99-127.
 
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