DocumentCode :
2446842
Title :
Procedural level generation using occupancy-regulated extension
Author :
Mawhorter, Peter ; Mateas, Michael
fYear :
2010
fDate :
18-21 Aug. 2010
Firstpage :
351
Lastpage :
358
Abstract :
Existing approaches to procedural level generation in 2D platformer games are, with some notable exceptions, procedures designed to do the work of a human game designer. They offer the usual benefits and disadvantages of AI applied to a cognitive task: they can work much faster than a human level designer, and are in some cases able to explore the design space automatically to find levels with desirable qualities. But they aren´t able to capture the human creativity that produces the most interesting level designs, and they are usually very specific to their particular domain. This paper introduces occupancy-regulated extension (ORE), a general geometry assembly algorithm that supports human-design-based level authoring at arbitrary scales.
Keywords :
artificial intelligence; cognitive systems; computational geometry; computer games; 2D platformer games; AI; cognitive task; design space; geometry assembly algorithm; human creativity; human game designer; occupancy-regulated extension; procedural level generation; Algorithm design and analysis; Context; Games; Generators; Geometry; Libraries; Sprites (computer);
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games (CIG), 2010 IEEE Symposium on
Conference_Location :
Dublin
Print_ISBN :
978-1-4244-6295-7
Electronic_ISBN :
978-1-4244-6296-4
Type :
conf
DOI :
10.1109/ITW.2010.5593333
Filename :
5593333
Link To Document :
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