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Thompson, Tommy
Languages: English
Types: Unknown
Subjects:

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to ensure content can be scaled as players progress. Levels are generated through use of a two-phased generate and test approach, with the first reliant upon a grammar for generation of activities, while the latter is focussed on the positioning of geometry. These methods are made scalable courtesy of a budget-driven approach that limits the expressiveness of each component. We investigate the effectiveness of this approach and the playable levels it can generate for a 2D `infinite runner' video game.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

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    • [2] [3] Alessandro Canossa and Gillian Smith. “Towards a Procedural Evaluation Technique: Metrics for Level Design”. In: Proceedings of the 2015 Workshop on Procedural Content Generation. 2015, p. 8.
    • Darryl Charles et al. “Player-Centred Game Design: Player modelling and Adaptive Digital Games”. In: Proceedings of the Digital Games Research Conference. 2005.
    • [4] Steve Dahlskog and Julian Togelius. “Patterns and procedural content generation: revisiting Mario in world 1 level 1”. In: Proceedings of the First Workshop on Design Patterns in Games. ACM. 2012, p. 1.
    • [5] Steve Dahlskog and Julian Togelius. “Patterns as Objectives for Level Generation”. In: Proceedings of the 2013 Workshop on Procedural Content Generation.
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    • [9] Becky Lavender and Tommy Thompson. “A Generative Grammar Approach for ActionAdventure Map Generation in The Legend of Zelda”. In: Proceedings of the 2016 Conference on Artificial Intelligence, Simulation & Behaviour. 2016.
    • [10] Becky Lavender and Tommy Thompson. “Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games”. In: Proceedings of the 10th International Conference on Foundations of Digital Games. Playable Experiences Track. 2015.
    • [11] Antonios Liapis et al. “Procedural Personas as Critics for Dungeon Generation”. In: Applications of Evolutionary Computation. Springer, 2015, pp. 331-343.
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    • IEEE. 2012, pp. 304-311.
    • Noor Shaker et al. “The 2010 Mario AI championship: Level generation track”. In: Computational Intelligence and AI in Games, IEEE Transactions on 3.4 (2011), pp. 332- 347.
    • Adam M Smith et al. “An Inclusive View of Player Modeling”. In: Proceedings of the 6th International Conference on Foundations of Digital Games. ACM. 2011, pp. 301-303.
    • Gillian Smith and Jim Whitehead. “Analyzing the Expressive Range of a Level Generator”. In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games. ACM. 2010, p. 4.
    • Gillian Smith et al. “Rhythm-based Level Generation for 2D Platformers”. In: Proceedings of the 4th International Conference on Foundations of Digital Games. ACM.
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    • [21] Julian Togelius, Sergey Karakovskiy, and Robin Baumgarten. “The 2009 Mario AI Competition”. In: Evolutionary Computation (CEC), 2010 IEEE Congress on. IEEE. 2010, pp. 1-8.
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    • [24] Michele Vinciguerra and Tommy Thompson. “A Procedural Generation Framework for a Robot Construction Game”. In: Proceedings of the 7th IEEE Computer Science & Electronic Engineering Conference. Special Session on Computational Intelligence and Games. IEEE. 2015.
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