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(s) 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.
Link http://cig2014.de/doku.php/accepted_papers (external link to publication)
Publisher IEEE
Pages 1-8
Language eng (iso)
Subject(s) 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 of August, Dortmund, Germany
Handle http://hdl.handle.net/2043/17650 (link to this page)
Link http://cig2014.de (external link to related web page)

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