In plain words: Levels are written as strings of characters and fed to a memory-based text generator that learns to continue them, making new Mario stages. Unlike the usual approach that predicts each piece from the last few, its levels fell within the range of human-made ones.
Abstract · Super Mario as a String: Platformer Level Generation Via LSTMs
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.
Adam Summerville, Michael Mateas
arXiv:1603.00930 · cs.NE, cs.LG · submitted Mar 2, 2016 · updated Mar 8, 2016
abstract · pdf · html
This similar project from a few months ago does Mario level generation and discusses the training data sequence creation in greater detail: https://medium.com/@ageitgey/machine-learning-is-fun-part-2-...