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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Automatically Abridging Game Levels</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Varun Bhat</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gillian Smith</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Worcester Polytechnic Institute 100 Institute Road Worcester</institution>
          ,
          <addr-line>Massachusetts 01609</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we describe an approach to procedurally generating abridged game levels. We present a design pattern-based method for abridging a collection of Super Mario Bros. levels. These design patterns are salient regions that users describe as memorable after playing original Mario levels. We use the Mario AI Framework and Mawhorter and Mateas's Occupancy-Regulated Extension (ORE) generator to generate 20 abridged levels based upon 3 original levels from Super Mario Bros. We conduct a preliminary study for 2 abridged levels and compare the play experience with the original levels' play experience. We also compare these abridged levels to those created by previous level generators using the same patterns. Finally, we offer a critical reflection of the process taken to generate these levels, and the assumptions and values inherent in this design pattern-based approach.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Most forms of media today have a tradition of abridgment.
Works of literature may be shortened to account for
different audiences who have different cognitive abilities and/or
time to devote to the original work 1; theatrical productions
are often shortened for film adaptations; films are edited for
time and content in order to be shown on short plane
journeys on small screens; songs may be edited to fit radio
formats 2 Games, too, often are subject to abridgment, most
often through written reviews, gameplay trailers, or Let’s Play
videos. However, these methods do little to provide
players with the experience of gameplay. Demo levels, though
playable, typically focus on early gameplay rather than
offering an abridgement of the full game. Previous works of
creating abridged video game content have resulted in the
creation of narrative summaries, and video montages (
        <xref ref-type="bibr" rid="ref1">Barot
et al. 2017</xref>
        ; Cheong and Young 2006;
        <xref ref-type="bibr" rid="ref20">Mindek et al. 2015</xref>
        ;
Copyright c 2020 for this paper by its authors. Use permitted
under Creative Commons License Attribution 4.0 International (CC
BY 4.0).
      </p>
      <p>
        1As an extreme example: the Cozy Classics book series
        <xref ref-type="bibr" rid="ref31">(Wang
and Wang 2012)</xref>
        takes works of literature such as Jane Austen’s
Pride and Prejudice and abridges them to twelve words, each
illustrated with needle felted scenes, for preschool children to enjoy.
      </p>
      <p>
        2Perhaps too extreme, though nonetheless relevant: a Canadian
radio station experimented with halving the length of songs they
played to fit more music per hour
        <xref ref-type="bibr" rid="ref12">(Jones 2014)</xref>
        .
      </p>
      <p>
        Cheong et al. 2008). Abridgment in games is underexplored,
however; some games do allow either narrative or combat
elements to be skipped or auto-played. For example, the
”Assist mode” in Super Mario Odyssey
        <xref ref-type="bibr" rid="ref22">(Nintendo 2017)</xref>
        or
skipping dialogues, and cutscenes in XCOM 2
        <xref ref-type="bibr" rid="ref5">(Firaxis Games
2016)</xref>
        . We are not aware of any editions of games that have
been deliberately abridged.
      </p>
      <p>Our main motivation for this paper and work was to create
an abridgement of a game that portrays the highlights of the
full, original game. This could give a player a quicker way to
enjoy the salient parts of the original game without spending
too much time in it. It would especially be useful for people
who don’t have the time required to explore the full game.</p>
      <p>
        In this paper, we present a method for procedurally
generating abridged levels based on a collection of Super Mario
Bros.(NES,
        <xref ref-type="bibr" rid="ref25">1985) (Shigeru et al. 1985</xref>
        ) levels, using the
Mario AI Framework 10th Anniversary Edition
        <xref ref-type="bibr" rid="ref13">(Khalifa
2019)</xref>
        . We choose to abridge the game with respect to level
design elements that players consider memorable; we
operationalize “memorability” as user-identified regions of a level
that players claim to be significant after having played. We
chose “memorability” because an initial goal with our work
was to generate a preview level that lets a player decide if
they are interested to play the full game, akin to a trailer for
a movie. Thus, the abridgement would more coverage of the
game than a demo level.
      </p>
      <p>
        We performed a user study to identify level regions that
players remarked upon as memorable and important. Based
on user-identified regions, we then created a saliency map
for each level and extracted high saliency regions as design
patterns. We then used the Occupancy-Regulated Extension
(ORE) generator
        <xref ref-type="bibr" rid="ref18">(Mawhorter and Mateas 2010)</xref>
        to assemble
these design patterns into abridged levels. We focus
specifically on level design (to include level structure and art
assets), acknowledging that games incorporate so many
different and interlocking creative elements
        <xref ref-type="bibr" rid="ref15">(Hendrikx et al. 2013;
Liapis, Yannakakis, and Togelius 2014)</xref>
        , and that aiming to
procedurally abridge all is outside the scope of this early
research.
      </p>
      <p>We begin this paper by introducing how both abridgement
and summarization has been explored in several forms of
media including video games. We then give a brief overview
of how design patterns are used in level generation, and how
they are derived. We describe the methods used for salient
region identification, and describe how we selected salient
features and incorporated them into level generation. We
conduct a comparative study between 2 generated abridged
levels and the original Super Mario Bros. levels. This study
compares adjectives of play and asks participants to judge
the better abrdiged level. Finally, we close with a critical
reflection on our approach to this research, on the underlying
values and assumptions in design pattern-based generation
and what that means for applications in summarization and
abridgment, and how we think this work can be improved in
the future.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        An abridgement is generally shortening a pre-existing
authored work to include elements that the editor considers to
be “highlights” worthy of inclusion. Automated
summarization and abridgment systems already exist for a variety of
media including text, audio, and video using methods such
as tokenization
        <xref ref-type="bibr" rid="ref11">(Hovy and Lin 1998)</xref>
        , graphs based on
lexical analysis
        <xref ref-type="bibr" rid="ref4">(Liu et al. 2017; Erkan and Radev 2004)</xref>
        , Hidden
Markov Models
        <xref ref-type="bibr" rid="ref3">(Conroy and O’leary 2001)</xref>
        , video analysis
and segmentation
        <xref ref-type="bibr" rid="ref16">(Lienhart, Pfeiffer, and Effelsberg 1997)</xref>
        ,
and audio signal analysis and processing
        <xref ref-type="bibr" rid="ref24">(Peeters, La
Burthe, and Rodet 2002; Spina et al. 2017)</xref>
        . Summarization in
video games is complicated, complex, and deep. As argued
by (Hendrikx et al. 2013) and
        <xref ref-type="bibr" rid="ref15">(Liapis, Yannakakis, and
Togelius 2014)</xref>
        , a video game consists of many different and
interlocking creative components. The complexity of a video
game and the broad variety of content that it includes poses a
significant challenge in creating a summary that essentially
captures all that the game is trying to convey. A summary
can also vary according to what a user requests (Hahn &amp;
Mani, 2000). For example, a summary of character
biographies in a video game would be different than the summary
of its plot.
      </p>
      <p>
        Prior work in summarization for video games focuses on
converting gameplay into another format, such as a video
trailer or written description of play. Mindek et al.
proposed a method of summarizing gameplay highlights into
a video montage by applying stop-motion capture to
camera views of players in-game (2015). The “Steam
Microtrailers” from Steam Labs
        <xref ref-type="bibr" rid="ref28">(SteamLabs 2019)</xref>
        also generates
abridged video trailers from video input, sourced through
existing promotional material provided by game developers.
Originally created by Ichiro Lambe as a Twitter bot
        <xref ref-type="bibr" rid="ref14">(Lambe
2016)</xref>
        , these generated trailers composite 6 seconds of
snippets from available videos of the game to create a single,
smaller ‘micro trailer’ of the game. Panagiotopoulos,
Giannakopoulos, &amp; Liapis provide a method for summarizing
multiple text-based game reviews, using keyword and
sentiment analysis to determine which features should be
included in the summary (2019).
      </p>
      <p>In contrast with prior work on game summarization, we
focus on creating playable abridged levels, operating
directly on level structure data as both input and output.
Rather than inferring salient features from video or text
(though, in the case of Mindek et al.’s study, their input
video comes from human players), or drawing from
alreadycurated video inputs, we determine salient features via an
empirical study of how users interact with and react to
original levels. Through this, we aim to come closer to
understanding how level design factors drive player experience of
the game.</p>
      <p>Overview of Abridgement Process
1. Phase 1: Identifying ”Memorable” Level Regions. We
study how users play levels and interview them to
determine which areas of the levels they find the most
memorable and mark it on a printed map.
2. Phase 2: Distilling Salient Design Patterns. Using data
from phase 1, we determine salient regions and identify
the most salient as design patterns. The salient regions of
all playtesters are combined into a single salience map per
level. Then, we use quantitative analysis on the maps in
order to extract individual salience features or ’chunks’.
3. Phase 3: Generating the Abridged Levels. This phase
deals with using the extracted chunks and combining
them as input to the ORE generator in order to generate
our abridged levels. It also deals with testing these
levels and comparing the experience with the original game
experience. We do this in order to gauge how close they
were to abridging them through another user study.
We ran studies and generated levels using the 10th
Anniversary Edition of the Mario AI Framework. It’s a
researchbased framework with an in-built, playable emulator,
making it a suitable testbed for this project. We modified the
framework to play the original Mario audio during Phase 1
playtesting, and to support the Mario respawning in the level
if he loses a life.</p>
    </sec>
    <sec id="sec-3">
      <title>Identifying “Memorable” Level Regions</title>
      <p>To identify regions that are “memorable” and thus worth
including in our abridged levels, we first conducted a user
study where the participants played 3 levels from the
original Super Mario Bros. and reported upon sections that were
particularly important or memorable to them.</p>
      <p>Level Selection The levels we chose for this study are
11, 2-1, and 4-1 3. Since our method of recruiting participants
did not screen for prior experience with the game, we wanted
to choose levels appropriate for less experienced players.
However, we also wanted sufficient level variety to introduce
new elements of the game for the abridgment process. Thus,
we selected introductory levels from different worlds. We
chose worlds that share the same visual style (thus, World
3 is excluded) because the generator does not support
multiple tilesets, and we wanted to maintain visual uniformity
for this first attempt at abridgement. We didn’t include the
overground and the underground levels for similar reasons.</p>
      <p>
        We also developed a custom tutorial level to orient
players to the game. Since the original game is a controller-based
but participants played with keyboard and mouse, we wanted
to provide maximum familiarity to both experienced and
new players to make their experience smoother. The tutorial
3Super Mario Bros. is divided into eight worlds, and each world
has four levels
        <xref ref-type="bibr" rid="ref32">(Wiki 2020)</xref>
        .
level was custom-designed and contained 1 gap, 1 enemy,
1 powerup, and 1 obstacle. We use this to familiarize them
with the mechanics and level elements of the larger levels.
Method We asked participants to play the 3 levels, and
recorded both keyboard inputs and vocal expressions during
play (via audio recording). Users played through the
tutorial level, and then played each of the three original game
levels until a maximum of 15 minutes per level or till
satisfaction. The time limit was chosen in order to limit the total
study time to no more than 1 hour per participant. The
players were encouraged to play naturally, and were told they
could vocalize while playing if they wished to do so. The
goal was to provide as much freedom as possible to
simulate a comfortable gameplay environment.
      </p>
      <p>
        During playtesting, one researcher sat with the
participants and observed their play. The researcher held three
level maps, one for each level which were obtained from
the Video Game Level Corpus (VGLC)
        <xref ref-type="bibr" rid="ref29">(Summerville et al.
2016)</xref>
        . The researcher marked areas or elements that the
participants remarked upon, as potentially salient along with
noting down their expressions and/or words.
      </p>
      <p>Immediately following their play experience, the players
were asked to circle or outline sections on their own printed
map that they felt were memorable. They were given the
option to watch a video replay of their gameplay. They were
also asked to write down any specific emotions or thoughts
that they felt were important to be linked to these sections.</p>
      <p>While the players marked these sections, a short,
semiformal interview was conducted asking the players some
questions regarding their gameplay. The questions were
aimed towards understanding what key objects played a
pivotal role in influencing the player’s gameplay experience.
The questions were as follows:
1. Which parts of the levels did you find most memorable?
2. Which characters did you like in the gameplay?
3. Which was your favorite game object to interact with?
4. On a scale of 1-5, how satisfied are you with your
gameplay?</p>
      <p>Finally, we asked participants to complete a survey that
asked for their age bracket, their preferred genre of video
games, their frequency of play, and prior Super Mario Bros.
(NES, 1985) experience.</p>
      <p>
        Gender and race were intentionally left as free-entry, in
keeping with current best practices for inclusive survey
design with a small number of anticipated responses.
        <xref ref-type="bibr" rid="ref26">(Spiel,
Haimson, and Lottridge 2019)</xref>
        Participants We recruited participants by advertising via
email to department mailing lists.
      </p>
      <p>18 participants completed this stage of the user study, all
aged over 18. Out of the 18 participants, 17 were aged
between 18-28 while 1 participant was between 51-61. 9
participants (50%) reported that they enjoyed playing
platformers. The most popular category was the Action genre at 14
participants (78%). 10 participants (56%) reported playing
games Daily, 4 Weekly (22%), 2 Monthly (11%), 1 Never
(5%).</p>
      <p>13 out of the 18 participants (72%) had experience in the
Super Mario Bros. (NES, 1985) while 4 participants (22%)
had experience with the Super Mario universe on other
handheld devices (e.g. Wii, Original Gameboy, SNES). 1
participant chose not to answer this question.</p>
      <p>All 18 participants self-reported gender and race
using their own descriptors. 7 people (39%) identified
themselves as ’Female’, 10 people (56%) identified themselves
as ’Male’, and one chose not to respond. 12 people (67%)
identified themselves as ’White’. one (5%) as ’half Chinese,
half White’, one (5%) ’African American’, one (5%)
’Indian’, two (11%) ’Asian’, and one chose not to respond.</p>
      <sec id="sec-3-1">
        <title>Salience Maps</title>
        <p>After the playtesting sessions, we transcribed each annotated
level map (user-provided and researcher-annotated) as a 2D
array, where each array element corresponds to a 1x1 tile on
the original map. We assigned all regions marked as salient
on the map a value of ’1’, and ’0’ otherwise. Several
annotations included partial tiles; caused if a user circled a
region where the boundary tiles were partially marked. These
partially annotated tiles were marked as salient only if they
contained a game object (i.e. not open space). We summed
together all annotated maps for a given level to create a
frequency-based saliency map for each level. Figure 1 shows
the 1-1 level map with the saliency map overlaid. Note that
highly salient regions emerge from multiple users annotating
them, and variability in how users marked their maps results
in a frequency fall-off surrounding salient regions. We
created saliency maps for all three levels.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Distilling Salient Design Patterns</title>
      <p>From these saliency maps, we extract slices that can be used
by the ORE generator. The maximum frequency in each
saliency map is fmax. A slice is a set of contiguous tiles
in the saliency map whose frequencies are within X units of
fmax. Figure 2 shows two different slices with different X
values: the first is contiguous tiles that have the value fmax
(X = 0), the second is contiguous tiles whose frequencies
fall between [fmax 1; fmax] (X = 1). As mentioned in
describing the creation of saliency maps, there is a fall-off
in frequency surrounding salient regions due to difference
in how users annotate their maps. For this study, we
manually selected a X threshold that we determined by
visually inspecting potential libraries resulting from different X
values, and choosing a threshold that minimized repetition
between patterns while maintaining surrounding context. In
future work, we aim to find a more consistent method for
determining the X threshold.</p>
      <p>As a result of this process, we have a library of level slices
for use by the ORE generator. From Level 1-1 there are 56
slices (X = 13, fmax = 17), from Level 2-1 there are 100
slices (X = 20, fmax = 23), and from Level 4-1 there are
68 slices (X = 10, fmax = 12).</p>
    </sec>
    <sec id="sec-5">
      <title>Generating Abridged Levels</title>
      <p>We use the ORE generator to combine these level slices from
multiple levels into a set of potential abridged levels.
The ORE generator recombines pre-authored, arbitrarily
sized ”chunks” that are annotated with ’anchor’ points that
mark how they can connect to other chunks. It allows for
weighting the selection of chunks according to desired
frequencies. This makes it a good match to the input data we
have available: arbitrarily-sized salient design patterns with
associated frequency data. We manually add anchor points
to our level slices.</p>
      <p>Placing Anchor Points After converting our level slices
to ORE’s ASCII format, we manually selected locations for
anchor points in each slice according to the following two
rules: 1) anchor points must be placed on a platform in order
to eliminate the possibility that Mario starts in mid-air; and
2) anchor points cannot be immediately adjacent to enemies,
in order to give Mario a safe starting point.</p>
      <p>Weighting Slices The ORE generator uses the frequency
values identified for each slice (as shown in Figure 2), which
is then normalized to the domain of [0,1] for the weighing
process of generation.</p>
      <sec id="sec-5-1">
        <title>Resulting Levels</title>
        <p>The ORE generator can create many different potential
abridged levels from the library of salient patterns we
provide. We generated 20 candidate levels. The ORE generator
does not make strong guarantees about the validity of
generated levels (i.e. ORE can generate levels that are impossible
to play even for skilled players), and weighted-random
assemblage of chunks can lead to emergent designs that are
extremely difficult. From the set of candidate levels, we first
excluded levels that met the following criteria in relation to
overall level playability: 1) We should avoid have recurring
gaps between single ground tiles, as the player must slow
down considerably to time precision jumping, and 2) We
should avoid having several enemies clustered around a
single area such that it is challenging to navigate.</p>
        <p>We then chose two final abridged levels out of the
remaining candidate levels. To aid in selecting these two levels, we
estimated the difficulty of each level by plotting the number
of enemies and gaps against the number of powerups. Figure
3 shows how levels distributed across these metrics. Figures
4 and 5 show two abridged levels that occupy different
extremes of our metrics.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Evaluating the Two Abridged Levels</title>
      <p>Method Due to COVID-19, our study took place over
Zoom and Discord meetings in a one-on-one setting.
Participants were sent all required files to run the study on their
own computer. The study had 2 phases. In the first phase,
we asked the participants to play the 3 original levels used
in developing the pattern library i.e., 1-1, 2-1, and 4-1. This
was to help them get familiarized with the source content.
The players were encouraged to play naturally, and were
allowed vocalize while playing if they wished to do so.</p>
      <p>
        Immediately following their play experience, the players
were asked to fill out a survey. The questions in this
survey were aimed at understanding the participant’s play
experience by having them identify, choose, and report
adjectives that described their play experience
        <xref ref-type="bibr" rid="ref19 ref30">(Thominet 2016;
Miaoqi Zhu and Moser 2017)</xref>
        :
1. Please choose the adjectives that describe your ”entire”
play experience: (Each participant could select multiple
      </p>
      <p>The listed adjectives were chosen for their complicated
and abstract emotion that they each represented. For
example, a play experience could be “frustrating“, and yet be
“interesting“. We also chose opposing adjectives and mixed
them in with emotions that signified a more neutral
experience. We also allowed the participants to self-report
adjectives in the next question. Instead of collecting level map
data, we ask participants to tell us the memorable moments
through a written description. We asked the same
demographic and game experience questions as in our prior study.</p>
      <p>Then, we asked our participants to play through our two
abridged levels under the same conditions as the previously
described play experience. Immediately after their
gameplay session, the participants were given another survey
that asked them to identify adjectives that described their
abridged levels’ play experience from the same list.
Furthermore, we asked them to tell us which of the two abridged
levels was better, and why.</p>
      <p>Participants We recruited participants by advertising via
email to department mailing lists as well as through online
Game Development communities. 5 participants completed
this stage of the user study. All participants belonged to the
age group of 18-28. 2 participants reported that they enjoyed
playing Platformers. The most popular categories were
Action and Role-Playing Games. 1 participant reported playing
games Daily, 3 Weekly, and 1 Monthly.</p>
      <p>1 participant had experience in the Super Mario Bros.
(NES, 1985) while 3 participants had experience with
different Mario titles on other handheld devices (e.g. Wii, DS). 1
participant had only seen Super Mario but had never played.</p>
      <p>All 5 participants self-reported gender and race using their
own descriptors. 1 participant identified as “Pangender“, 2 as
“Female“, and 2 “Male“. 1 participant identified as
“IrishMexican“, 1 as “Caucasian“, and 3 as “White“.</p>
      <p>Results All 5 participants reported the same abridged level
(codified as Case 19 (Figure 5) in our data) to be the better
abridgment. Table 1 shows a comparison of adjectives
chosen by each participant in describing their play experience.
We observe that participants tended to identify the same or
similar sets of adjectives to describe the original levels’ play
experience as well as the abridged levels’ play experience.</p>
      <p>We also observed that in most of the identified memorable
moments, participants seemed to find sections/areas with a
certain level of mechanical complexity to be worth
mentioning. This is either characterized by avoiding or killing
enemies, jumping over them, grabbing powerups, and being
able to clear levels. These kinds of memorable moments
appear more frequently in Case 19.</p>
    </sec>
    <sec id="sec-7">
      <title>Discussion</title>
      <p>Our attempt at automatically abridging levels has revealed
many more questions than answers. Here, we offer a
reflection upon what we have learned from the process of trying to
procedurally abridge a game, including how design
patternbased generation fits this problem space, and what new
research opportunities arise from it.</p>
      <p>Pattern-Based Abridgement For the purposes of this
project, we defined an abridged level as a collection of
patterns from levels that users describe as memorable. Through
our adoption of the ORE generator, we further make the
assumption that the ordering of these patterns does not
matter, and that the probability of their appearance does. To our
knowledge, there is no off-the-shelf, pattern-based generator
for Mario available that takes into account pattern ordering
or gives any meaningful control over it. Though there has
been work in progression-based level generation for
plat</p>
      <p>Original
okay, frustrating,
because lag
okay, meh,
enthralling, frustrating
interesting, difficult
interesting, simple,
difficult
okay, interesting,
focused, frustrated,
satisfied</p>
      <p>
        Abridged
okay
okay, meh,
simple, indifferent
difficult,
Artificial, odd
enthralling,
interesting, simple,
difficult,
mysterious (cause
the levels were
a little weird),
unnerving (for
the same reason)
interesting,
difficult, engaged,
frustrated
formers
        <xref ref-type="bibr" rid="ref6">(Green et al. 2018)</xref>
        , the system uses an agent-based
evolutionary approach and does not allow for tight, authorial
control over chunks or progressions.
      </p>
      <p>User-Defined Saliency Patterns Our method for
gathering input patterns to ORE relies upon user definition of
salient regions. However, users choose “memorable“ regions
for different reasons. For example, one playtester notes the
importance of being challenged:
“lots of enemies, thought I could jump over, neat
challenge“
Another playtester has more nostalgic reasons and says:
“happy memories, subtle tutorial“
Some playtesters state reasons related to the design choices
in the level, such as one user who remarked:
“easy and fun, extremely difficult flower to grab,
multiple routes“
Another playtester referred to a previous level’s mechanics:
“open field [in 4-1] led to a faster-paced level compared
to the multi-sectioned 2-1“</p>
      <p>These kinds of differences in motivation for choosing
memorable patterns–level difficulty, nostalgia, risk/reward,
and comparison to other levels–cannot currently be
accounted for in our generation process. Interesting future
work may be to incorporate tag-based systems into
generators, and permit selection of level elements from
common sets of tags. However, even then, each users’ choice
of what is memorable is inherently personal, and it is
difficult to know how to treat this in creating a level
abridgment (whether automated or not). By treating each users’
selections as equally important in generating saliency maps,
we lose these personal stories. Further interesting future
research may be in looking at how individual users can
create abridged levels for others to play (sharing what was
important about their experience with a friend, for
example), thus highlighting their own ideas for what was
memorable/important, rather than attempting to create a more
“general“ abridged level.</p>
      <p>Variability in Generation The approach we took to
identifying salient patterns in the input levels resulted in
hundreds of design patterns as input to the ORE generator: far
more than could be incorporated into any single abridged
level. As a result, there is high variability between even valid
and playable generated levels. In future work, we intend to
investigate methods for identifying salient regions of levels
that permit user flexibility in identification, respect all users’
opinions, yet do not result in repetitive patterns.</p>
      <p>
        Using Super Mario We explored procedural abridgement
using Super Mario Bros. as a testbed due to the depth of
prior work on this game and availability of generators and
a framework
        <xref ref-type="bibr" rid="ref10">(Horn et al. 2014)</xref>
        . Furthermore, the levels in
Super Mario Bros. are modular and could be played
independently of each other. However, we recognize that our
approach to identifying memorable regions, mapping saliency,
and generating summary levels may not apply well to other
games. Platformer games that have different movement
mechanics and camera perspectives (e.g. vertical movement,
or 3D movement) may have more complex design patterns
and pattern re-assembly requirements. Further, games that
have complex narrative or logics other than spatial
movement may also require abridgement approaches that don’t
lean as heavily on spatial design patterns.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Future Work</title>
      <p>This work can be expanded upon in several directions. The
foremost concern would be to expand the generative space to
greater than 20 abridged levels. This would provide a greater
variety and options in terms of level curation and selection.
It would also be interesting to see if salient features of a
level can automatically be inferred through bot playtraces, or
previously identified level features. The existing work could
also have a larger participant pool. Finally, more study is
needed to judge how this approach could be applied to
different games and/or genres(within the platformer genre and
outside), and different methods for identifying appropriate
design patterns to include in summary levels.</p>
    </sec>
    <sec id="sec-9">
      <title>Conclusion</title>
      <p>In this paper, we presented a method for extracting salient
regions from existing game levels, converted them into design
patterns for use in a pattern-based level generator, and used
these to generate single-level abridgements of a game. This
exploration into generating playable, abridged levels has
improved understanding of the strengths and weaknesses of the
ORE generator through its application, and uncovered new
avenues for research in procedural content generation.
narratives for game logs. In Thirteenth Artificial Intelligence
and Interactive Digital Entertainment Conference.</p>
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