Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns

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Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns

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Public defence 2016-06-10
Time 13:00
Location Niagara, NI:B0E15
Faculty examiner Pieter Spronck, Tilburg University
Publication Doctoral Thesis
Title Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns
Author(s) Dahlskog, Steve
Date 2016
English abstract
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. However, PCG is a complex task and include challenges such as creating content with variation, coherent style, speed, and correctness. The research in the thesis is concerned with generating game content with the aid of game design patterns, both by establishing models and exploring different methods to generate actual game content for different games. The methods include implementations of evolutionary computation, i.e. a set of search-based approaches that searches for instances of game design patterns on different abstraction levels that make up Super Mario Bros. (SMB) levels and a learning algorithm implementation based on a model (n-grams) of patterns from the original SMB-game. The different generators were evaluated with metrics concerned with the expressive range of the generators and with user tests.
Publisher Malmö university, Faculty of Technology and Society
Series/Issue Studies in Computer Science;2
ISBN 978-91-7104-684-0
978-91-7104-685-7
Pages 269
Language eng (iso)
Subject(s) Procedural Content Generation
Search-based
Genetic Algorithms
Digital Games
Design Patterns
Technology
Research Subject Categories::TECHNOLOGY
Included papers
  1. Steve Dahlskog and Julian Togelius. Patterns and Procedural Content Generation: Revisiting Mario in World 1 Level 1. In Proceedings of the First Workshop on Design Patterns in Games, DPG ’12, pages 1:1–1:8, New York, NY, USA, 2012. ACM. ISBN 978-1-4503-1854-9. doi: 10.1145/2427116.2427117

  2. Steve Dahlskog and Julian Togelius. Patterns as Objectives for Level Generation. In Proceedings of the Second Workshop on Design Patterns in Games, DPG ’13, May 2013

  3. Steve Dahlskog and Julian Togelius. A Multi-level Level Generator. In Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, pages 389–396. IEEE, August 2014.

  4. Steve Dahlskog and Julian Togelius. Procedural Con- tent Generation Using Patterns as Objectives. In Anna I Esparcia-Alcázar, editor, Proceedings of EvoGames, part of EvoStar., 2014

  5. Steve Dahlskog, Julian Togelius, and Mark J. Nelson. Lin- ear levels through n-grams. In Proceedings of the 18th In- ternational Academic MindTrek Conference: Media Business, Management, Content & Services, AcademicMindTrek ’14, pages 200–206, New York, NY, USA, 2014. ACM. ISBN 978-1-4503-3006-0. doi: 10.1145/2676467.2676506.

  6. Steve Dahlskog, Staffan Björk, and Julian Togelius. Pat- terns, Dungeons and Generators. In Proceedings of the 10th International Conference on Foundations of Digital Games, FDG ’15, 2015.

  7. Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, and Julian Togelius. A Comparative Evaluation of Procedural Level Generators in the Mario AI Frame- work. In Proceedings of the 9th International Conference on Foundations of Digital Games, FDG ’14, 2014.

Handle http://hdl.handle.net/2043/20371 (link to this page)

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