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Generating Super Mario Bros Levels With Text-Conditional Diffusion Models
This page presents research in Procedural Content Generation via Machine Learning done
in collaboration with undergraduate students Olivia Kilday, Bess Hagan, Emilio Salas, and Reid Williams
as part of Southwestern University's Summer research program .
Source code for training your own Mario Diffusion models is available on GitHub .
The GitHub repository also has simple instructions for downloading our models from Hugging Face and generating your own Mario
levels without even training a model!
An arXiv pre-print explaining our approach and results is available here .
Video Demonstrating Our Interactive GUI For Level Creation
VIDEO
Related Publications
Peer-Reviewed Journal Articles
Peer-Reviewed Conference Publications
Extended Abstracts
Technical Reports
Dagstuhl Reports
Dan Ashlock ,
Cameron Browne ,
Simon Colton ,
Amy K. Hoover ,
Jialin Liu ,
Simon M. Lucas ,
Mark J. Nelson ,
Diego Perez Liebana ,
Sebastian Risi ,
Jacob Schrum ,
Adam M. Smith ,
Julian Togelius ,
and Vanessa Volz
(2018).
Game Search Space Design and Representation ,
Dagstuhl Reports: Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471), Volume 7, No. 11, pages 93 - 95. Editors: Pieter Spronck and Elisabeth André and Michael Cook and Mike Preuß. Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik
Undergraduate Poster Presentations Supervised
Related Movies and Images
Miscellaneous Content
Summer
2021:
Quality Diversity and Creative Divergent Search : SCOPE Research Presentation
made by my SCOPE Summer research students to present to other SCOPE students
Fall
2020:
Procedural Content Generation for Games with Generative Adversarial Networks : Presentation for the Games AI Research Group at Queen Mary University of London (video )
Fall
2020:
Interactively Evolving Video Game Levels with Generative Adversarial Networks : 403 Lecture for Math and CS Department
Fall
2020:
Evolving Mega Man Levels with Generative Adversarial Networks : Virtual SCOPE Open House Website
Fall
2020:
Evolving Lode Runner Levels with Generative Adversarial Networks : Virtual SCOPE Open House Website
Summer
2020:
Generating Video Game Levels Using AI : SCOPE Research Presentation
made by my SCOPE Summer research students to present to other SCOPE students
Summer
2019:
Playing and Creating Games With Deep Neural Networks : "Mad Science Monday" presentation
made by my SCOPE Summer research students to present to other SCOPE students
Fall
2018:
Evolutionary Computation Applied to Digital Entertainment and the Arts , poster presented at the President's Appreciation Celebration for Southwestern University donors.
Fall
2018:
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network :
presented to Southwestern University students as a 107 Lecture.
Summer
2018:
The machines have taught themselves to make Mario levels ,
article in Fast Company about my recent GECCO 2018 paper on generating levels for Super Mario Bros.
Spring
2018:
Bored with your video game? Artificial intelligence could create new levels on the fly ,
article in Science about my recent GECCO 2018 paper on generating levels for Super Mario Bros.
Spring
2018:
Doom and Super Mario could be a lot tougher now AI is building levels ,
article in The Register about my recent GECCO 2018 paper on generating levels for Super Mario Bros.
Last Updated: 7/1/2025