TY - GEN
T1 - Intentional computational level design
AU - Khalifa, Ahmed
AU - Barros, Gabriella
AU - Green, Michael Cerny
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/7/13
Y1 - 2019/7/13
N2 - The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives maximized. In this work, we address the problem of creating levels that are not only playable but also revolve around specific mechanics in the game. We use constrained evolutionary algorithms and quality-diversity algorithms to generate small sections of Super Mario Bros levels called scenes, using three different simulation approaches: Limited Agents, Punishing Model, and Mechanics Dimensions. All three approaches are able to create scenes that give opportunity for a player to encounter or use targeted mechanics with different properties. We conclude by discussing the advantages and disadvantages of each approach and compare them to each other.
AB - The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives maximized. In this work, we address the problem of creating levels that are not only playable but also revolve around specific mechanics in the game. We use constrained evolutionary algorithms and quality-diversity algorithms to generate small sections of Super Mario Bros levels called scenes, using three different simulation approaches: Limited Agents, Punishing Model, and Mechanics Dimensions. All three approaches are able to create scenes that give opportunity for a player to encounter or use targeted mechanics with different properties. We conclude by discussing the advantages and disadvantages of each approach and compare them to each other.
KW - Constrained Map-Elites
KW - Feasible Infeasible 2-Pop
KW - Genetic Algorithms
KW - Level Design
KW - Procedural Content Generation
UR - http://www.scopus.com/inward/record.url?scp=85072324484&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85072324484&partnerID=8YFLogxK
U2 - 10.1145/3321707.3321849
DO - 10.1145/3321707.3321849
M3 - Conference contribution
T3 - GECCO 2019 - Proceedings of the 2019 Genetic and Evolutionary Computation Conference
SP - 796
EP - 803
BT - GECCO 2019 - Proceedings of the 2019 Genetic and Evolutionary Computation Conference
PB - Association for Computing Machinery, Inc
T2 - 2019 Genetic and Evolutionary Computation Conference, GECCO 2019
Y2 - 13 July 2019 through 17 July 2019
ER -