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Infinite Adaptive Mario

Recently, there has been increased interest in building games that dynamically adapt to players. One of the common approaches to building adaptive games is dynamic difficulty adjustment. However, most of these approaches are limited to parameter tweaking such as adjusting weapon strength or reducing spawning times, and do not modify levels in response to difficulty […]

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Using Procedural Content Generation to Build Casual Games for Mobile Platforms

I recently ported Infinite Mario to the Android platform in order to evaluate the use of procedural content generation in mobile devices. My goal is was to develop a casual platform game, where players can jump right into the action without worrying about making it to the next save point.

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Super Mario Bros. AI Competiton

The Super Mario Bros. AI Competition is a fantastic competition being run by Sergey Karakovskiy and Julian Togelius in conjunction with the IEEE Symposium on Computational Intelligence and Games (CIG 2009). Were it not for the fact that all members of the EIS lab are terribly busy working on our research (our advisers read this […]

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