My entry for the Mario AI Championship 2012, implementing adaptive procedural level generation. Holds 1st place at the all-time points and percentage tally.
So far, PlayerDataRecorder stores no record of the level played. (That presents a gaping hole since, you know, we are supposed to be generating and adapting them, so it would be helpful to track their evolution.)
But to implement that, however, we need to first decide on a storage format for the levels, which probably means we need to decide (or at least get an idea) on how are we going to evolve them after.
So far,
PlayerDataRecorder
stores no record of the level played. (That presents a gaping hole since, you know, we are supposed to be generating and adapting them, so it would be helpful to track their evolution.)But to implement that, however, we need to first decide on a storage format for the levels, which probably means we need to decide (or at least get an idea) on how are we going to evolve them after.