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A multi-level level generator
Malmö högskola, Teknik och samhälle (TS).ORCID-id: 0000-0002-2644-2785
IT University of Copenhagen, Denmark.
2014 (Engelska)Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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.

Ort, förlag, år, upplaga, sidor
IEEE, 2014. s. 1-8
Serie
IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
Nyckelord [en]
Procedural Content Generation, Super Mario Bros., Level Generation, Digital Games
Nationell ämneskategori
Data- och informationsvetenskap
Identifikatorer
URN: urn:nbn:se:mau:diva-16768DOI: 10.1109/CIG.2014.6932909Scopus ID: 2-s2.0-84910069672Lokalt ID: 17650ISBN: 978-1-4799-3547-5 (digital)OAI: oai:DiVA.org:mau-16768DiVA, id: diva2:1420282
Konferens
IEEE Conference on Computational Intelligence and Games, Dortmund, Germany (2014)
Tillgänglig från: 2020-03-30 Skapad: 2020-03-30 Senast uppdaterad: 2024-04-29Bibliografiskt granskad
Ingår i avhandling
1. Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
Öppna denna publikation i ny flik eller fönster >>Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
2016 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

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.

Ort, förlag, år, upplaga, sidor
Malmö university, Faculty of Technology and Society, 2016. s. 269
Serie
Studies in Computer Science ; 2
Nyckelord
Procedural Content Generation, Search-based, Genetic Algorithms, Digital Games, Design Patterns
Nationell ämneskategori
Teknik och teknologier
Identifikatorer
urn:nbn:se:mau:diva-7775 (URN)20371 (Lokalt ID)978-91-7104-684-0 (ISBN)978-91-7104-685-7 (ISBN)20371 (Arkivnummer)20371 (OAI)
Disputation
2016-06-10, Niagara, NI:B0E15, Malmö, 13:00 (Engelska)
Opponent
Tillgänglig från: 2020-02-28 Skapad: 2020-02-28 Senast uppdaterad: 2022-06-27Bibliografiskt granskad

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Förlagets fulltextScopusConference homepagehttp://cig2014.de/doku.php/accepted_papers

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Dahlskog, Steve

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