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Generating levels for Super Mario Bros using advanced level design concepts

Bc. Thesis Report Project WIP

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Reminder

  • Creating a Super Mario Bros level generator
    • Maintaining a consistent level theme
  • Nintendo’s Kishoutenketsu level structure
  • Levels stitched from hand-crafted chunks

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Progress from last time

  • Done:
    • Generator is running in random manner
    • Analysis almost finished
  • Next steps:
    • Tweak the generator, so it applies knowledge from the analysis
    • User study (should start in May)
      • Decide on the form (questions)
      • Package the program, so it can be sent to respondents

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Generator updates

  • Now utilizes the kishoutenketsu level structure
  • Rooms are chosen based on how many times they were used
  • Can generate levels with 2 distinct mechanics
    • Bullet bills - Done
    • Using koopa shells to eliminate threats - Started, need more chunks

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Koopa shell mechanic level played by an AI agent

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Bullet bill mechanic level played by an AI agent

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What needs to be done

  • Finishing the koopa chunks
  • User study
    • Should start in early May

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The User study

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Goals

  • Compare generated levels
    1. With levels generated by other generators
    2. With original Nintendo Levels
    3. Levels generated by random with levels generated using the kishoutenketsu method
  • Apply already known metrics on the levels
  • Should be portable (COVID reasons)

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Open problems

  • How to conduct a user study?
  • Assess the form of the study
    • Questions
    • How to distribute the program
    • Make it easy to participate
    • Make it feasible to assess
  • Find participants

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Thank you!