# Mechanics Automatically Recognized via Interactive Observation: Jumping

arXiv: https://arxiv.org/abs/1707.03865 · HTML: https://mlsanity.com/paper/1707.03865/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 12 Jul 2017.

## Built on by (most cited first, 4 of 4)

- [Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder](https://mlsanity.com/paper/2102.12463/) (2021)
- [Procedural Content Generation via Knowledge Transformation (PCG-KT)](https://mlsanity.com/paper/2305.00644/) (2023)
- [Latent Combinational Game Design](https://mlsanity.com/paper/2206.14203/) (2022)
- [Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video](https://mlsanity.com/paper/2508.11836/) (2025)

## Abstract (arXiv)

Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel. In this paper, we use a modified Nintendo Entertainment System (NES) emulator to semi-automatically run experiments on a large subset (30%) of NES platform games. We use these experiments to build models of jumps from different developers, series, and games across the history of the console. We then examine these models to gain insights into different forms of jumping and their associated feel.
