@inproceedings{690c38685ff24f98b95de2d7de45ac17,
title = "Patterns and procedural content generation: Revisiting Mario in world 1 level 1",
abstract = "Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of the levels of the original SMB game where we found 23 different patterns.",
keywords = "Super Mario Bros, design, patterns, platform games, procedural content generation",
author = "Steve Dahlskog and Julian Togelius",
year = "2012",
doi = "10.1145/2427116.2427117",
language = "English (US)",
isbn = "9781450318549",
series = "ACM International Conference Proceeding Series",
booktitle = "1st Workshop on Design Patterns in Games, DPG 2012 - Co-located with the 7th International Conference on the Foundations of Digital Games",
note = "1st Workshop on Design Patterns in Games, DPG 2012 - Co-located with the 7th International Conference on the Foundations of Digital Games ; Conference date: 29-05-2012 Through 29-05-2012",
}