• 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