Please use this identifier to cite or link to this item:
|Title:||A procedural procedural level generator generator|
Yannakakis, Georgios N.
|Keywords:||Computer games -- Design and construction|
Level design (Computer science)
|Publisher:||Institute of Electrical and Electronics Engineers Inc.|
|Citation:||Kerssemakers, M., Tuxen, J., Togelius, J., & Yannakakis, G. N. (2012). A procedural procedural level generator generator. 2012 IEEE Conference on Computational Intelligence and Games, Granada. 335-341.|
|Abstract:||Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.|
|Appears in Collections:||Scholarly Works - InsDG|
Files in This Item:
|A_procedural_procedural_level_generator_generator.pdf||1.76 MB||Adobe PDF||View/Open|
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.