TY - GEN
T1 - A procedural procedural level generator generator
AU - Kerssemakers, Manuel
AU - Tuxen, Jeppe
AU - Togelius, Julian
AU - Yannakakis, Georgios N.
PY - 2012
Y1 - 2012
N2 - Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent-based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.
AB - Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent-based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.
UR - http://www.scopus.com/inward/record.url?scp=84871970712&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84871970712&partnerID=8YFLogxK
U2 - 10.1109/CIG.2012.6374174
DO - 10.1109/CIG.2012.6374174
M3 - Conference contribution
AN - SCOPUS:84871970712
SN - 9781467311922
T3 - 2012 IEEE Conference on Computational Intelligence and Games, CIG 2012
SP - 335
EP - 341
BT - 2012 IEEE Conference on Computational Intelligence and Games, CIG 2012
T2 - 2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012
Y2 - 11 September 2012 through 14 September 2012
ER -