Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3110576
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Automatic mapping of NES games with mappy

Abstract: Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. ese maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and error-prone, this approach requires additional e ort for each new game and level to be mapped. e results can still be hard for humans or computational systems to make use of, privileging visual appearance over semantic information. We describe a so ware system, Mappy, that produce… Show more

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Cited by 16 publications
(11 citation statements)
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“…Rather, we want to discover mechanics by using agent play-throughs, and by using the discovered mechanics, construct a mechanic graph. Methods for automatically identifying maps, mechanics and other characteristics of games given only an executable version of the game show promise for this kind of project [26]. As stated above, there are limitations to our system, and one priority is to improve it for GVG-AI games.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Rather, we want to discover mechanics by using agent play-throughs, and by using the discovered mechanics, construct a mechanic graph. Methods for automatically identifying maps, mechanics and other characteristics of games given only an executable version of the game show promise for this kind of project [26]. As stated above, there are limitations to our system, and one priority is to improve it for GVG-AI games.…”
Section: Resultsmentioning
confidence: 99%
“…After the game is created, Game-O-Matic generates a tutorial page, explaining who the player will control, how to control them, and winning/losing conditions, by using the concept-map and relationships between objects within it. Mappy is a system which takes a Nintendo Entertainment System game and a sequence of buttons presses as input to generate an approximation of a linked map of rooms [26]. Mappy essentially attempts to create understanding of map levels from movement mechanics.…”
Section: Generative Methods For Tutorials and Game Mechanicsmentioning
confidence: 99%
“…Mega Man has had significantly fewer PCGML approaches applied to it in comparison to Super Mario Bros.. Some prior work has modeled Mega Man with machine learning without generating new Mega Man content [7,12]. Sarkar et al have modeled Mega Man levels along with levels from a large number of other games with Variational Autoencoders (VAEs) for the purpose of recombining this content to create entirely new types of content [14][15][16][17]33].…”
Section: Related Workmentioning
confidence: 99%
“…Mappy is a system which takes a Nintendo Entertainment System game and a sequence of buttons presses as input to generate an approximation of a linked map of rooms [25]. Mappy attempts to create map understanding from movement mechanics.…”
Section: Tutorial Generationmentioning
confidence: 99%