• DocumentCode
    3133452
  • Title

    Identifying Catastrophic Failures in Offline Level Generation for Mario

  • Author

    Zafar, Ammar ; Mujtaba, H.

  • Author_Institution
    FAST-NUCES, Islamabad, Pakistan
  • fYear
    2012
  • fDate
    17-19 Dec. 2012
  • Firstpage
    62
  • Lastpage
    67
  • Abstract
    Video games are pushing the boundaries of the creative medium to be more realistic. This realism demands the game content to be tailored to improve the gaming experience. Generating content is a challenging task and automated approaches based on Artificial Intelligence techniques can help the gaming industry with this problem. The focus of our research is to produce adaptive levels for action-adventure games. We present a technique to identify catastrophic failures in offline level generation of the popular game "Mario". Our approach produces levels that have high replay value and have limited catastrophic failures, thereby improving the quality of the levels generated. This paper also presents taxonomy of Procedural content generation and Search-based PCG techniques. That is to our best knowledge the first wide-ranging survey of both the approaches.
  • Keywords
    computer games; Mario; action-adventure games; artificial intelligence techniques; catastrophic failure identification; game content; gaming experience; gaming industry; offline level generation; procedural content generation taxonomy; search-based PCG techniques; video games; Algorithm design and analysis; Artificial intelligence; Games; Grammar; Reliability; Vegetation; Weapons; Adaptation; Catastrophic failures; Procedural content generation; Search-based PCG;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Frontiers of Information Technology (FIT), 2012 10th International Conference on
  • Conference_Location
    Islamabad
  • Print_ISBN
    978-1-4673-4946-8
  • Type

    conf

  • DOI
    10.1109/FIT.2012.20
  • Filename
    6424299