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