Patterns and procedural content generation: revisiting Mario in world 1 level 1

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Patterns and procedural content generation: revisiting Mario in world 1 level 1

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Publication Conference Paper, peer reviewed
Title Patterns and procedural content generation: revisiting Mario in world 1 level 1
Author(s) Dahlskog, Steve ; Togelius, Julian
Date 2012
English abstract
Procedural content generation and design patterns could potentially be combined in several di erent ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros, namely an analysis of the levels of the original Super Mario Bros game into 23 di erent patterns.
DOI http://dx.doi.org/10.1145/2427116.2427117 (link to publisher's fulltext)
Publisher Association for Computing Machinery (ACM)
Host/Issue Proceedings of the First Workshop on Design Patterns in Games;
ISBN 978-1-4503-1854-9
Language eng (iso)
Subject(s) procedural content generation
patterns
design
platform games
Super Mario Bros.
Humanities/Social Sciences
Research Subject Categories::TECHNOLOGY
Note Workshop on Design Patterns in Games (DPG 2012) Co-located with FDG 2012 – Raleigh, North Carolina, USA – May 29, 2012
Handle http://hdl.handle.net/2043/13931 (link to this page)

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