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Procedural Content Generation Using Patterns as Objectives
IT Univ Copenhagen, DK-2300 Copenhagen, Denmark..ORCID iD: 0000-0003-3128-4598
2014 (English)In: APPLICATIONS OF EVOLUTIONARY COMPUTATION / [ed] Esparcia Alcazar, A I, Springer, 2014, p. 325-336Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present a search-based approach for procedural generation of game levels that represents levels as sequences of micro-patterns and searched for meso-patterns. The micro-patterns are "slices" of original human-designed levels from an existing game, whereas the meso-patters are abstractions of common design patterns seen in the same levels. This method generates levels that are similar in style to the levels from which the original patterns were extracted, while still allowing for considerable variation in the geometry of the generated levels. The evolutionary method for generating the levels was tested extensively to investigate the distribution of micro-patterns used and meso-patterns found.

Place, publisher, year, edition, pages
Springer, 2014. p. 325-336
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 8602
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:mau:diva-39304DOI: 10.1007/978-3-662-45523-4_27ISI: 000354874300027ISBN: 978-3-662-45523-4 ISBN: 978-3-662-45522-7 (print)OAI: oai:DiVA.org:mau-39304DiVA, id: diva2:1519343
Conference
17th European Conference on Applications of Evolutionary Computation (EvpApplications), APR 23-25, 2014, Granada, SPAIN
Available from: 2021-01-18 Created: 2021-01-18 Last updated: 2021-06-07Bibliographically 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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