Super mario evolution
By Julian Togelius, Sergey Karakovskiy, Jan Koutník, J. Urgen Schmidhuber. 2009
117 citations recorded by the source corpus.
Subfields: Artificial Intelligence
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
- Matthew J. Hausknecht
- J. Urgen Schmidhuber
- Joel Lehman
- Peter Stone
- Kenneth O. Stanley
- Jeff Clune
- Shimon Whiteson
- Risto Miikkulainen
Citations in the corpus
- Breeding a diversity of Super Mario behaviors through interactive evolution (2016, unknown): “Projects range from imitating player behavior [10], evolving behavior trees through grammatical evolution [12], or creating content based on player experience [11], to Mario controllers optimized through reinforcement learning [20].”
- A Neuroevolution Approach to General Atari Game Playing (2014, background): “Research in this area has focused on learning to play single games using perceptual imagery [52], human demonstration [9], discovery of objective functions [48], and use of raw visual inputs [30], [34], [35], [49].”
- Playing SNES in the Retro Learning Environment (2016, methodology): “During the competition, several algorithms were trained on Infinite Mario and their performances were measured in terms of the number of stages completed.”
- The 2009 Mario AI Competition (2010, methodology): “described experiments in evolving neural network controllers for the same game as was used in the competition, using an earlier version of the API [3].”