Patterns as Objectives for Level Generation

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Patterns as Objectives for Level Generation

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Publication Conference Paper, peer reviewed
Title Patterns as Objectives for Level Generation
Author Dahlskog, Steve ; Togelius, Julian
Editor Hullett, Kenneth
Date 2013
English abstract
This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to nd a set of recurring level design patterns, and discussed an implementation where levels were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design objectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the tness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method.
Publisher ACM
Host/Issue Proceedings of the Second Workshop on Design Patterns in Games;
Pages 8
Language eng (iso)
Subject Game Design Patterns
Procedural Content Generation
Super Mario Bros.
Genetic Algorithms
Technology
Research Subject Categories::TECHNOLOGY
Note DPG '13 Second Workshop on Design Patterns in Games, Chania, Crete, Gr... (see Details for more)
Handle http://hdl.handle.net/2043/15713 Permalink to this page
Link http://dpg.fdg2013.org (external link to related web page)
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