arXiv — Machine Learning · · 3 min read

Reinforcement Learning in Super Mario Bros: Curriculum, Pedagogy, and Optimal Level Design in World 1-1

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Computer Science > Machine Learning

arXiv:2606.29511 (cs)
[Submitted on 28 Jun 2026]

Title:Reinforcement Learning in Super Mario Bros: Curriculum, Pedagogy, and Optimal Level Design in World 1-1

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Abstract:World 1-1 of Super Mario Bros is widely celebrated as a masterclass in game design: its progressive structure is credited with teaching players core mechanics through the level itself. We ask whether that structure is empirically measurable using reinforcement learning. We implement World 1-1 from scratch as a fully discrete environment and compare four algorithms -- Q-Learning, SARSA, Monte Carlo, and Deep Q-Network (DQN) -- across three progressively complex versions of the same level. Monte Carlo emerges as the strongest agent (94.9% $\pm$ 1.5% win rate), outperforming DQN (76.4% $\pm$ 3.4%) by learning to maximize intermediate rewards along winning paths rather than taking the most direct route. We then use Monte Carlo in a curriculum experiment permuting World 1-1's six canonical segments across twelve conditions. Canonical ordering converges fastest, achieves the highest learning efficiency, and is the only condition with zero catastrophic failures; no random permutation matches all three criteria simultaneously. These results provide, to the best of our knowledge, the first empirical validation that World 1-1's canonical design encodes genuine pedagogical structure: one that measurably accelerates learning and cannot be replicated by chance.
Comments: 13 pages, 7 figures, 5 tables
Subjects: Machine Learning (cs.LG)
ACM classes: I.2.6; I.2.8
Cite as: arXiv:2606.29511 [cs.LG]
  (or arXiv:2606.29511v1 [cs.LG] for this version)
  https://doi.org/10.48550/arXiv.2606.29511
arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Jesse Ponnock [view email]
[v1] Sun, 28 Jun 2026 17:17:23 UTC (1,689 KB)
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