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Patterns and procedural content generation: revisiting Mario in world 1 level 1
Malmö högskola, School of Technology (TS).ORCID iD: 0000-0002-2644-2785
2012 (English)In: Proceedings of the First Workshop on Design Patterns in Games, ACM Digital Library, 2012Conference paper, Published paper (Other academic)
Abstract [en]

Procedural content generation and design patterns could potentially be combined in several di erent ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros, namely an analysis of the levels of the original Super Mario Bros game into 23 di erent patterns.

Place, publisher, year, edition, pages
ACM Digital Library, 2012.
Keywords [en]
procedural content generation, patterns, design, platform games, Super Mario Bros.
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-16843DOI: 10.1145/2427116.2427117Scopus ID: 2-s2.0-84873398573Local ID: 13931OAI: oai:DiVA.org:mau-16843DiVA, id: diva2:1420357
Conference
Design Patterns in Games (DPG), North Carolina, USA (2012)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-02-05Bibliographically 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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Dahlskog, Steve

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