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Linear Levels Through n-grams
Malmö högskola, School of Technology (TS).ORCID iD: 0000-0002-2644-2785
2014 (English)Conference paper, Published paper (Refereed)
Abstract [en]

We shown that novel, linear game levels can be created using n- grams that have been trained on a corpus of existing levels. The method is fast and simple, and produces levels that are recognisably in the same style as those in the corpus that it has been trained on. We use Super Mario Bros. as an example domain, and use a selection of the levels from the original game as a training corpus. We treat Mario levels as a left-to-right sequence of vertical level slices, allowing us to perform level generation in a setting with some formal similarities to n-gram-based text generation and music generation. In empirical results, we investigate the effects of corpus size and n (sequence length). While the applicability of the method might seem limited to the relatively narrow domain of 2D games, we argue that many games in effect have linear levels and n-grams could be used to good effect, given that a suitable alphabet can be found.

Place, publisher, year, edition, pages
ACM Digital Library, 2014.
Keywords [en]
Procedural content generation, n-grams, videogames
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-16744Local ID: 18048OAI: oai:DiVA.org:mau-16744DiVA, id: diva2:1420258
Conference
Academic MindTrek Conference, Tampere, Finland (2014)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2022-06-27Bibliographically approved
In thesis
1. Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
Open this publication in new window or tab >>Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Malmö university, Faculty of Technology and Society, 2016. p. 269
Series
Studies in Computer Science ; 2
Keywords
Procedural Content Generation, Search-based, Genetic Algorithms, Digital Games, Design Patterns
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-7775 (URN)20371 (Local ID)978-91-7104-684-0 (ISBN)978-91-7104-685-7 (ISBN)20371 (Archive number)20371 (OAI)
Public defence
2016-06-10, Niagara, NI:B0E15, Malmö, 13:00 (English)
Opponent
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2022-06-27Bibliographically approved

Open Access in DiVA

No full text in DiVA

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https://sites.google.com/site/academicmindtrekconference2014/

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Dahlskog, Steve

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Citation style
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