DocumentCode :
130246
Title :
A multi-level level generator
Author :
Dahlskog, Steve ; Togelius, Julian
Author_Institution :
Malmo Univ., Malmo, Sweden
fYear :
2014
fDate :
26-29 Aug. 2014
Firstpage :
1
Lastpage :
8
Abstract :
Generating content at multiple levels of abstraction simultaneously is an open challenge in procedural content generation. Representing and automatically replicating the style of a human designer is another. This paper addresses both of these challenges through extending a previously devised methodology for pattern-based level generation. This method builds on an analysis of Super Mario Bros levels into three abstraction levels: micro-, meso- and macro-patterns. Micro-patterns are then used as building blocks in a search-based PCG approach that searches for macro-patterns, which are defined as combinations of meso-patterns. Results show that we can successfully generate levels that replicate the macro-patterns of selected input levels, and we argue that this constitutes an approach to automatically analysing and replicating style in level design.
Keywords :
computer games; Super Mario Bros levels; abstraction levels; level design; macropattern; mesopattern; micropattern; multilevel level generator; pattern-based level generation; procedural content generation; search-based PCG approach; Linearity;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games (CIG), 2014 IEEE Conference on
Conference_Location :
Dortmund
Type :
conf
DOI :
10.1109/CIG.2014.6932909
Filename :
6932909
Link To Document :
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