The 2009 Mario AI Competition
By Julian Togelius, Sergey Karakovskiy, Robin Baumgarten. 2010
175 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Gabriel Synnaeve
- Nicolas Usunier
- Nantas Nardelli
- Yoshua Bengio
- Shimon Whiteson
- Zeming Lin
- Sergey Levine
- Mohit Bansal
In Developmental and Educational Psychology
In Sociology and Political Science
- Nantas Nardelli
- Zeming Lin
- Nicolas Usunier
- Gabriel Synnaeve
- Matthew J. Guzdial
- Boyang Albert Li
- Soumith Chintala
- Mark O. Riedl
Citations in the corpus
- TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games (2016, methodology): “To provide the community with useful research environments, work was done towards building platforms based on videogames such as Torcs [27], Mario AI [20], Unreal’s BotPrize [10], the Atari Learning Environment [3], VizDoom [12], and Minecraft [11], all of which have allowed researchers to train dee”
- StarCraft II: A New Challenge for Reinforcement Learning (2017, neutral): “The ALE is a prominent example in a rich tradition of video game benchmarks for AI [30], including Super Mario [35], Ms Pac-Man [26], Doom [13], Unreal Tournament [11], as well as general video game-playing frameworks [29, 5] and competitions [23].”
- Game Engine Learning from Video (2017, methodology): “For a baseline we drew on the “Infinite Mario” engine used for the Mario level playing AI competition [Togelius et al., 2010] and constructed a simple reinforcement learning agent for the engine utilizing the value iteration algorithm.”
- Dynamic Action Repetition for Deep Reinforcement Learning (2017, background): “The utility of repetitive macro-actions has been pointed out by (Ortega et al. 2013) in designing high level actions to imitate human-like play in Mario such as Walk, Run, Right Small Jump, Right High Jump and Avoid enemy, which are composed of varying length repetitive key presses.”
- Programmation et apprentissage bayésien pour les jeux vidéo multi-joueurs, application à l'intelligence artificielle de jeux de stratégies temps-réel. (Bayesian Programming and Learning for Multi-Player Video Games, Application to RTS AI) (2012, unknown): “At the Computational Intelligence and Games conferences series, there have been Mario [Togelius et al., 2010], PacMan [Rohlfshagen and Lucas, 2011] and racing competitions [Loiacono et al.”