A procedural procedural level generator generator

Manuel Kerssemakers, Jeppe Tuxen, Julian Togelius, Georgios N. Yannakakis

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

    Abstract

    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.

    Original languageEnglish (US)
    Title of host publication2012 IEEE Conference on Computational Intelligence and Games, CIG 2012
    Pages335-341
    Number of pages7
    DOIs
    StatePublished - 2012
    Event2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012 - Granada, Spain
    Duration: Sep 11 2012Sep 14 2012

    Publication series

    Name2012 IEEE Conference on Computational Intelligence and Games, CIG 2012

    Other

    Other2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012
    CountrySpain
    CityGranada
    Period9/11/129/14/12

    ASJC Scopus subject areas

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

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