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Crowdsourcing the Aesthetics of Platform Games

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Academic year: 2018

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Fig. 1. Snapshot from IMB, showing Mario standing on horizontally placedblocks surrounded by different types of enemies.
Fig. 3. An example level generated and used to collect the data.
Fig. 4. Snapshot from a level and the corresponding (a) platform structure se-quence representationand (b) enemies and items sequence representation.
Fig. 5. A graphical representation of the different actions that can be performedby the player: (a) standing still(d) ducking; (b) moving right; (c) moving left;; (e) jumping; (f) jumping right; and (g) running right.
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