Publikationer från Malmö universitet
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Linear Levels Through n-grams
Malmö högskola, Teknik och samhälle (TS).ORCID-id: 0000-0002-2644-2785
2014 (Engelska)Konferensbidrag, Publicerat paper (Refereegranskat)
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.

Ort, förlag, år, upplaga, sidor
ACM Digital Library, 2014.
Nyckelord [en]
Procedural content generation, n-grams, videogames
Nationell ämneskategori
Teknik och teknologier
Identifikatorer
URN: urn:nbn:se:mau:diva-16744Lokalt ID: 18048OAI: oai:DiVA.org:mau-16744DiVA, id: diva2:1420258
Konferens
Academic MindTrek Conference, Tampere, Finland (2014)
Tillgänglig från: 2020-03-30 Skapad: 2020-03-30 Senast uppdaterad: 2022-06-27Bibliografiskt 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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https://sites.google.com/site/academicmindtrekconference2014/

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Dahlskog, Steve

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Totalt: 28 träffar
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