Procedural content generation using patterns as objectives

Steve Dahlskog, Julian Togelius

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


    In this paper we present a search-based approach for procedural generation of game levels that represents levels as sequences of micro-patterns and searched for meso-patterns. The micro-patterns are “slices” of original human-designed levels from an existing game, whereas the meso-patters are abstractions of common design patterns seen in the same levels. This method generates levels that are similar in style to the levels from which the original patterns were extracted, while still allowing for considerable variation in the geometry of the generated levels. The evolutionary method for generating the levels was tested extensively to investigate the distribution of micro-patterns used and meso-patterns found.

    Original languageEnglish (US)
    Title of host publicationApplications of Evolutionary Computation - 17th European Conference, EvoApplications 2014, Revised Selected Papers
    EditorsAnna I. Esparcia-Alcázar
    PublisherSpringer Verlag
    Number of pages12
    ISBN (Electronic)9783662455227
    StatePublished - 2014
    Event17th European Conference on Applications of Evolutionary Computation, EvoApplications 2014 - Granada, Spain
    Duration: Apr 23 2014Apr 25 2014

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    ISSN (Print)0302-9743
    ISSN (Electronic)1611-3349


    Other17th European Conference on Applications of Evolutionary Computation, EvoApplications 2014

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • General Computer Science


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