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 the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.
Snodgrass and Onta n ' o n ( @cite_18 @cite_17 ) have used tile-to-tile transitions for the placement of tiles. Because of this, they do not have the problems of the vertical slice approach, but this brings a host of other issues. Namely, it can be far too likely for the system to generate sequences of tiles that violate implicit semantic constraints, such as generating ground tiles at the top of the level. Multiple attempts were made to reduce such problems via learning different chains for varying heights, or learning a hierarchical Markov chain ( @cite_4 ). We build on the tile-to-tile approach for the work we report here as it is better able to generalize over a larger collection of levels. With the column based approach it is very easy to imagine that a new level might have a column that has never been seen before and so the system will be unable to generalize, but it is much harder to imagine a single-tile-to-tile transition that has never been seen (unless it is one that should never be seen like an enemy embedded inside a pipe).
@cite_18 @cite_4 @cite_17
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Majumder, Reif and Sahu presented in [7] a model of reversible, error-permitting tile self-assembly, and showed that restricted classes of tile assembly systems achieved equilibrium in (expected) polynomial time. One open question they asked was how the model would change if it permitted multiple nucleation, i.e.,independent groups of tiles growing before attaching to the original seed assembly. This paper provides a partial answer, by proving that no tile assembly model can use multiple nucleation to achieve speedup from polynomial time to constant time without sacrificing computational power: if a tile assembly system @math uses multiple nucleation to tile a surface in constant time (independent of the size of the surface), then @math is unable to solve computational problems that have low complexity in the (single-seeded) Winfree-Rothemund Tile Assembly Model. The proof technique defines a new model of distributed computing that simulates tile assembly, so a tile assembly model can be described as a distributed computing model. In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each highlevel tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators. The objective of this paper is to extend, in the context of multicore architectures, the concepts of tile algorithms [, 2007] for Cholesky, LU, and QR factorizations to the family of two-sided factorizations. In particular, the bidiagonal reduction of a general, dense matrix is very often used as a preprocessing step for calculating the Singular Value Decomposition. Furthermore, in the Top500 list of June 2008, 98 percent of the fastest parallel systems in the world were based on multicores. This confronts the scientific software community with both a daunting challenge and a unique opportunity. The challenge arises from the disturbing mismatch between the design of systems based on this new chip architecture-hundreds of thousands of nodes, a million or more cores, reduced bandwidth and memory available to cores-and the components of the traditional software stack, such as numerical libraries, on which scientific applications have relied for their accuracy and performance. The many-core trend has even more exacerbated the problem, and it becomes critical to efficiently integrate existing or new numerical linear algebra algorithms suitable for such hardware. By exploiting the concept of tile algorithms in the multicore environment (i.e., high level of parallelism with fine granularity and high-performance data representation combined with a dynamic data-driven execution), the band bidiagonal reduction presented here achieves 94 Gflop s on a 12,000 × 12,000 matrix with 16 Intel Tigerton 2.4 GHz processors. The main drawback of the tile algorithms approach for the bidiagonal reduction is that the full reduction cannot be obtained in one stage. Other methods have to be considered to further reduce the band matrix to the required form. This short survey of recent work in tile self-assembly discusses the use of simulation to classify and separate the computational and expressive power of self-assembly models. The journey begins with the result that there is a single universal tile set that, with proper initialization and scaling, simulates any tile assembly system. This universal tile set exhibits something stronger than Turing universality: it captures the geometry and dynamics of any simulated system. From there we find that there is no such tile set in the noncooperative, or temperature 1, model, proving it weaker than the full tile assembly model. In the two-handed or hierarchal model, where large assemblies can bind together on one step, we encounter an infinite set, of infinite hierarchies, each with strictly increasing simulation power. Towards the end of our trip, we find one tile to rule them all: a single rotatable flipable polygonal tile that can simulate any tile assembly system. It seems this could be the beginning of a much longer journey, so directions for future work are suggested.