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Some improvements to the method could be implemented. For example, man-
ual instrumentation of the game is tedious and error prone; it is believed that
one could make good use of the game loop present in every video game to sim-
plify its instrumentation: instead of manually finding and inserting the events
to monitor, one could keep track of the game objects' state by interpreting the
differences from one game loop iteration to the next. Moreover, compiling the
monitor within the game does not seem a desirable choice for a larger-scale ap-
plication of monitoring, as one would have to change the monitor to fit every
game's implementation language. Finally, the game's graphical API made it hard
to integrate monitor controls within its own GUI and limited the amount of in-
formation that could be input from (or displayed to) the user. As future work,
we are currently working on a much larger open source game, drawing from the
lessons learnt when monitoring Infinite Mario Bros.
References
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hosted applications. ECEASST 44 (2011)
5. Karakovskiy, S., Togelius, J.: The Mario AI benchmark and competitions. IEEE
Trans. Comput. Intellig. and AI in Games 4(1), 55-67 (2012)
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worrying and love emergence. IEEE Software 28(5), 53-59 (2011)
 
 
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