A multi-level level generator

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A multi-level level generator

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Publication Conference Paper, peer reviewed
Title A multi-level level generator
Author Dahlskog, Steve ; Togelius, Julian
Date 2014
English abstract
Generating content at multiple levels of abstraction simultaneously is an open challenge in procedural content generation. Representing and automatically replicating the style of a human designer is another. This paper addresses both of these challenges through extending a previously devised methodology for pattern-based level generation. This method builds on an analysis of Super Mario Bros levels into three abstraction levels: micro-, meso- and macro-patterns. Micro-patterns are then used as building blocks in a search-based PCG approach that searches for macro-patterns, which are defined as combinations of meso-patterns. Results show that we can successfully generate levels that replicate the macro-patterns of selected input levels, and we argue that this constitutes an approach to automatically analysing and replicating style in level design.
Conference
IEEE Conference on Computational Intelligence and Games, Dortmund, Germany, 2014
Link http://cig2014.de/doku.php/accepted_papers (external link to publication)
Publisher IEEE
Pages 1-8
Language eng (iso)
Subject Procedural Content Generation
Super Mario Bros.
Level Generation
Digital Games
Technology
Research Subject Categories::TECHNOLOGY
Note IEEE Conference on Computational Intelligence and Games 2014 26th-29th... (see Details for more)
Handle http://hdl.handle.net/2043/17650 Permalink to this page
Link http://cig2014.de (external link to related web page)
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