Abstract
This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres.
Original language | English (US) |
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Pages | 30-36 |
Number of pages | 7 |
State | Published - 2013 |
Event | 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013 - Boston, United States Duration: Oct 14 2013 → Oct 18 2013 |
Other
Other | 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013 |
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Country/Territory | United States |
City | Boston |
Period | 10/14/13 → 10/18/13 |
ASJC Scopus subject areas
- Visual Arts and Performing Arts
- Artificial Intelligence