A multi-level level generator

Steve Dahlskog, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    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.

    Original languageEnglish (US)
    Title of host publicationIEEE Conference on Computatonal Intelligence and Games, CIG
    PublisherIEEE Computer Society
    ISBN (Electronic)9781479935468
    DOIs
    StatePublished - Oct 21 2014
    Event2014 IEEE Conference on Computational Intelligence and Games, CIG 2014 - Dortmund, Germany
    Duration: Aug 26 2014Aug 29 2014

    Publication series

    NameIEEE Conference on Computatonal Intelligence and Games, CIG
    ISSN (Print)2325-4270
    ISSN (Electronic)2325-4289

    Other

    Other2014 IEEE Conference on Computational Intelligence and Games, CIG 2014
    Country/TerritoryGermany
    CityDortmund
    Period8/26/148/29/14

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computer Graphics and Computer-Aided Design
    • Computer Vision and Pattern Recognition
    • Human-Computer Interaction
    • Software

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