Generating automatic Mario levels with a Genetic Algorithm

Procedural Content Generation (PCG) is one of the key features of modern entertainment, showcased in a vast set of applications such as, animation, film, and of course many diverse genres of games. Using the fundamental elements of levels such as the environment, enemies, and player, procedural content generation has the capability to construct levels, maps, and even entire games. This thesis concentrates on the application of a Genetic Algorithm (GA) to autonomously create levels for 2-D platformer games, exemplified by games like Super Mario. These generated auto-levels are compared through randomization, parameter tweaks and level space restrictions. We successfully uncovered insights in PCG indicating that the generation of complex levels is intrinsically linked to the appropriate investment of generation time and a balanced utilization of essential level tiles. Notably, our findings highlight the importance of these factors in achieving optimal level design. To enhance the complexity of the generated levels, we have introduced a “least-block” fitness function. This novel approach not only sheds light on positive aspects but also identifies areas for improvement, distinguishing between cluttered and sparse generated levels.

Institutions

Publication Details

Journal
Memorial University Research Repository (Memorial University)
Published
2025-02-19
DOI
https://doi.org/10.48336/sz4e-yv12
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Generating automatic Mario levels with a Genetic Algorithm

Memorial University Research Repository (Memorial University)
Artificial Intelligence in Games
article

Generating automatic Mario levels with a Genetic Algorithm

article en

Abstract

Procedural Content Generation (PCG) is one of the key features of modern entertainment, showcased in a vast set of applications such as, animation, film, and of course many diverse genres of games. Using the fundamental elements of levels such as the environment, enemies, and player, procedural content generation has the capability to construct levels, maps, and even entire games. This thesis concentrates on the application of a Genetic Algorithm (GA) to autonomously create levels for 2-D platformer games, exemplified by games like Super Mario. These generated auto-levels are compared through randomization, parameter tweaks and level space restrictions. We successfully uncovered insights in PCG indicating that the generation of complex levels is intrinsically linked to the appropriate investment of generation time and a balanced utilization of essential level tiles. Notably, our findings highlight the importance of these factors in achieving optimal level design. To enhance the complexity of the generated levels, we have introduced a “least-block” fitness function. This novel approach not only sheds light on positive aspects but also identifies areas for improvement, distinguishing between cluttered and sparse generated levels.

Memorial University Research Repository (Memorial University)
Memorial University of Newfoundland (CA)
Openalex Percentile: Top 77%
Artificial Intelligence in Games
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Generating automatic Mario levels with a Genetic Algorithm · Memorial University Research Repository (Memorial University) (2025) | TGRS Research Map | TGRS