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The automatic generation of game tutorials is a challenging AI
problem. While it is possible to generate annotations and instructions
that explain to the player how the game is played, this paper
focuses on generating a gameplay experience that introduces the
player to a game mechanic. It evolves small levels for the Mario AI
Framework that can only be beaten by an agent that knows how to
perform specific actions in the game. It uses variations of a perfect
A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions
can stop the player from beating the level.peer-reviewe
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