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Patterns as Objectives for Level Generation
Malmö högskola, Teknik och samhälle (TS).ORCID-id: 0000-0002-2644-2785
IT University of Copenhagen, Denmark.
2013 (Engelska)Konferensbidrag, Publicerat paper (Övrigt vetenskapligt)
Abstract [en]

This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to nd a set of recurring level design patterns, and discussed an implementation where levels were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design objectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the tness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method.

Ort, förlag, år, upplaga, sidor
2013.
Nyckelord [en]
Game Design Patterns, Procedural Content Generation, Super Mario Bros., Genetic Algorithms
Nationell ämneskategori
Teknik och teknologier
Identifikatorer
URN: urn:nbn:se:mau:diva-16753Lokalt ID: 15713OAI: oai:DiVA.org:mau-16753DiVA, id: diva2:1420267
Konferens
Design Patterns in Games (DPG), Chania, Crete, Greece (2013)
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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fulltext(653 kB)316 nedladdningar
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http://dpg.fdg2013.org

Person

Dahlskog, Steve

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