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infinite mario


kaini

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basically the game generates new levels based on the players performance.

 

Recently, there has been increased interest in building games that dynamically adapt to players. One of the common approaches to building adaptive games is dynamic difficulty adjustment. However, most of these approaches are limited to parameter tweaking such as adjusting weapon strength or reducing spawning times, and do not modify levels in response to difficulty adjustment. My system attempts to overcome this limitation by incorporating parameter tweaking into procedural content generation. The system creates new levels on the fly in response to the current performance of the player.

 

Infinite Adaptive Mario expands on Markus Persson's Infinite Mario by adapting to the skill of the player. A description of the level generator used by the system is provided here. One of the inputs to the system is a set of parameters which specify probabilities for specific events to occur, such as placing a gap. By modifying these probabilities, the system can create a large space of levels with varying difficulty. Infinite Adaptive Mario scales up difficulty by increasing the frequently of gaps, average size of gaps, variation of ground height, and number of enemies. Scaling up the difficulty also tends to result in a larger number of possible paths through a level.

 

The player begins at level 50, which produces levels with a moderate degree of challenge. Upon successful completion of a level, the challenge is increased. Faster completion times result in larger increases in difficulty. Upon death, the difficulty is decreased based on the amount of progress made by the player. If the player is close to the goal upon death, then the difficulty is decreased only a small amount. A new level is generated when the player either completes a level or fails to complete a level after three deaths.

 

i'd like to see more of this kind of thing.

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that sentinel game looks like it was pretty awesome... but "The Synthoid itself cannot move across the level; instead it can look around, accumulate energy by absorbing the objects that are scattered across the landscape, create stacks of boulders, generate inert Synthoid shells and transfer its consciousness from one of these clones to another." ... seems a little inconvenient. ah well..

 

and FUCK i keep dying almost immediately when i open adaptive mario. i really need to pay more attention :facepalm:

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that sentinel game looks like it was pretty awesome... but "The Synthoid itself cannot move across the level; instead it can look around, accumulate energy by absorbing the objects that are scattered across the landscape, create stacks of boulders, generate inert Synthoid shells and transfer its consciousness from one of these clones to another." ... seems a little inconvenient. ah well..

 

and FUCK i keep dying almost immediately when i open adaptive mario. i really need to pay more attention :facepalm:

 

it was a limitation of the hardware - 8 bit machines could do first-person 3D only as long as you stayed in the same place and looked around. however crammond turned that limitation into an essential element of the gameplay.

http://www.youtube.com/watch?v=9V_pgo3vgiI

someone did a pc remake a few years back.

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