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A multi-level level generator
Malmö högskola, School of Technology (TS).ORCID iD: 0000-0002-2644-2785
2014 (English)Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
IEEE, 2014. p. 1-8
Keywords [en]
Procedural Content Generation, Super Mario Bros., Level Generation, Digital Games
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-16768Local ID: 17650OAI: oai:DiVA.org:mau-16768DiVA, id: diva2:1420282
Conference
IEEE Conference on Computational Intelligence and Games, Dortmund, Germany (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

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fulltext(476 kB)532 downloads
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Dahlskog, Steve

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