DocumentCode :
1265401
Title :
A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels
Author :
Sorenson, Nathan ; Pasquier, Philippe ; DiPaola, Steve
Author_Institution :
Sch. of Interactive Arts & Technol., Simon Fraser Univ., Vancouver, BC, Canada
Volume :
3
Issue :
3
fYear :
2011
Firstpage :
229
Lastpage :
244
Abstract :
This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of “rhythm groups,” which are defined as alternating periods of high and low challenge. The generative system represents a novel combination of genetic algorithms (GAs) and constraint satisfaction (CS) methods and uses the model as a fitness function for the generation of fun levels for two different games. This top-down approach improves upon typical bottom-up techniques in providing semantically meaningful parameters such as difficulty and player skill, in giving human designers considerable control over the output of the generative system, and in offering the ability to create levels for different types of games.
Keywords :
constraint handling; entertainment; games of skill; genetic algorithms; automatic video game level design; constraint satisfaction methods; create levels; entertainment value; evolutionary computing; generative system; genetic algorithms; player enjoyment; player skill; procedural creation; Arrays; Computational modeling; Games; Genetic algorithms; Genetics; Humans; Weapons; Challenge modeling; fun; player enjoyment; procedural content creation; video games;
fLanguage :
English
Journal_Title :
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher :
ieee
ISSN :
1943-068X
Type :
jour
DOI :
10.1109/TCIAIG.2011.2161310
Filename :
5940995
Link To Document :
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