Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
| 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) |