Patterns and procedural content generation: Revisiting Mario in world 1 level 1

Steve Dahlskog, Julian Togelius

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

    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.

    Original languageEnglish (US)
    Title of host publication1st Workshop on Design Patterns in Games, DPG 2012 - Co-located with the 7th International Conference on the Foundations of Digital Games
    DOIs
    StatePublished - 2012
    Event1st Workshop on Design Patterns in Games, DPG 2012 - Co-located with the 7th International Conference on the Foundations of Digital Games - Raleigh, NC, United States
    Duration: May 29 2012May 29 2012

    Publication series

    NameACM International Conference Proceeding Series

    Other

    Other1st Workshop on Design Patterns in Games, DPG 2012 - Co-located with the 7th International Conference on the Foundations of Digital Games
    CountryUnited States
    CityRaleigh, NC
    Period5/29/125/29/12

    Keywords

    • Super Mario Bros
    • design
    • patterns
    • platform games
    • procedural content generation

    ASJC Scopus subject areas

    • Software
    • Human-Computer Interaction
    • Computer Vision and Pattern Recognition
    • Computer Networks and Communications

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