Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/29696
Full metadata record
DC FieldValueLanguage
dc.contributor.authorKerssemakers, Manuel-
dc.contributor.authorTuxen, Jeppe-
dc.contributor.authorTogelius, Julian-
dc.contributor.authorYannakakis, Georgios N.-
dc.date.accessioned2018-05-02T12:52:56Z-
dc.date.available2018-05-02T12:52:56Z-
dc.date.issued2012-
dc.identifier.citationKerssemakers, 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.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/29696-
dc.description.abstractProcedural 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.en_GB
dc.language.isoenen_GB
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectComputer games -- Design and constructionen_GB
dc.subjectLevel design (Computer science)en_GB
dc.subjectEvolutionary computationen_GB
dc.subjectAlgorithmsen_GB
dc.titleA procedural procedural level generator generatoren_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holderen_GB
dc.bibliographicCitation.conferencename2012 IEEE Conference on Computational Intelligence and Gamesen_GB
dc.bibliographicCitation.conferenceplaceGranada, Spain, 12-15/09/2012en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1109/CIG.2012.6374098-
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
A_procedural_procedural_level_generator_generator.pdf1.76 MBAdobe PDFView/Open


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.