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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dc.contributor.author Dahlskog, Steve
dc.contributor.author Togelius, Julian
dc.date.accessioned 2012-07-09T09:14:35Z
dc.date.available 2012-07-09T09:14:35Z
dc.date.issued 2012 en_US
dc.identifier.isbn 978-1-4503-1854-9
dc.identifier.uri http://hdl.handle.net/2043/13931
dc.description.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. en_US
dc.language.iso eng en_US
dc.publisher Association for Computing Machinery (ACM)
dc.subject procedural content generation en_US
dc.subject patterns en_US
dc.subject design en_US
dc.subject platform games en_US
dc.subject Super Mario Bros. en_US
dc.subject.classification Humanities/Social Sciences en_US
dc.title Patterns and procedural content generation: revisiting Mario in world 1 level 1 en_US
dc.type Conference Paper, peer reviewed en_US
dc.relation.url http://dpg.fdg2012.org/ en_US
dc.contributor.department Malmö University. School of Technology en
dc.identifier.doi http://dx.doi.org/10.1145/2427116.2427117
dc.description.other Workshop on Design Patterns in Games (DPG 2012) Co-located with FDG 2012 – Raleigh, North Carolina, USA – May 29, 2012 en_US
dc.subject.srsc Research Subject Categories::TECHNOLOGY en_US
dc.relation.ispartofpublication Proceedings of the First Workshop on Design Patterns in Games;
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