DocumentCode
3327579
Title
An experiment in automatic content generation for platform games
Author
Zafar, Ammar
Author_Institution
Riphah Int. Univ., Islamabad, Pakistan
fYear
2013
fDate
9-10 Dec. 2013
Firstpage
1
Lastpage
5
Abstract
Computer platform games are an innovative measure to improve the strategic abilities of the player. However due to the repetitive nature of game levels, the players lack interest. Procedural Content Generation (PCG) is a technique to overcome such issues. PCG generates endless and adaptive levels but most of the PCG techniques have catastrophic failures that make the game unplayable. The focus of our work is to produce reliable levels for platform games. For this purpose, a well known game Mario was selected. In our previous effort, we identified some catastrophic failures in offline level generation for Mario and now we present a novel technique that is catastrophic failure free and generates adaptive and reliable levels. This content generation process will insure dynamic difficulty adjustment (DDA) in games as players start with different skill levels and games become unexcitingly easy for some players and disturbingly difficult for others.
Keywords
computer games; DDA; Mario; PCG; automatic content generation; catastrophic failure; computer platform games; dynamic difficulty adjustment; procedural content generation; skill level; Artificial intelligence; Computational intelligence; Computers; Entertainment industry; Games; Measurement; Reliability; Adaptive; Catastrophic failures; Dynamic difficulty adjustment; Platform games; Procedural content generation;
fLanguage
English
Publisher
ieee
Conference_Titel
Emerging Technologies (ICET), 2013 IEEE 9th International Conference on
Conference_Location
Islamabad
Print_ISBN
978-1-4799-3456-0
Type
conf
DOI
10.1109/ICET.2013.6743486
Filename
6743486
Link To Document