Level Generation with Quantum Reservoir Computing
Jo\~ao S. Ferreira, Pierre Fromholz, Hari Shaji, James R. Wootton

TL;DR
This paper adapts quantum reservoir computing, originally used for music generation, to procedurally generate Super Mario Bros. levels and explores real-time level creation on quantum hardware.
Contribution
It introduces a novel application of quantum reservoir computing for game level generation and discusses real-time implementation constraints on quantum hardware.
Findings
Successful adaptation of quantum reservoir computing for level generation
Development of a Roblox obby with real-time course generation
Analysis of quantum hardware constraints for real-time applications
Abstract
Reservoir computing is a form of machine learning particularly suited for time series analysis, including forecasting predictions. We take an implementation of \emph{quantum} reservoir computing that was initially designed to generate variants of musical scores and adapt it to create levels of Super Mario Bros. Motivated by our analysis of these levels, we develop a new Roblox \textit{obby} where the courses can be generated in real time on superconducting qubit hardware, and investigate some of the constraints placed by such real-time generation.
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Taxonomy
TopicsNeural Networks and Reservoir Computing · Ferroelectric and Negative Capacitance Devices · Model Reduction and Neural Networks
