Generating Levels That Teach Mechanics
Not on the map. Why?
Abstract (arXiv)
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.
Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). First posted on arXiv 18 Jul 2018.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2021: 4; 2022: 3; 2023: 2.
9 papers.
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 202110 Years of the PCG workshop: Past and Future Trendscited by 6
- 2021Automatic Generation of Board Game Manualscited by 2
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2022Generating Game Levels of Diverse Behaviour Engagementcited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2023Level Assembly as a Markov Decision Processcited by 0
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Gamescited by 0
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games8 Nov 2023
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2022Generating Game Levels of Diverse Behaviour Engagement5 Jul 2022
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2021Automatic Generation of Board Game Manuals20 Sep 2021
- 202110 Years of the PCG workshop: Past and Future Trends21 Mar 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder24 Feb 2021
- 2021Game Mechanic Alignment Theory and Discovery20 Feb 2021