Automatic Mapping of NES Games with Mappy
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Abstract (arXiv)
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and error-prone, this approach requires additional effort for each new game and level to be mapped. The results can still be hard for humans or computational systems to make use of, privileging visual appearance over semantic information. We describe a software system, Mappy, that produces a good approximation of a linked map of rooms given a Nintendo Entertainment System game program and a sequence of button inputs exploring its world. In addition to visual maps, Mappy outputs grids of tiles (and how they change over time), positions of non-tile objects, clusters of similar rooms that might in fact be the same room, and a set of links between these rooms. We believe this is a necessary step towards developing larger corpora of high-quality semantically-annotated maps for PCG via machine learning and other applications.
Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). First posted on arXiv 12 Jul 2017.
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Citing papers per year: 2021: 2; 2022: 1.
3 papers.
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Game Mechanic Alignment Theory and Discovery20 Feb 2021