Nathan Sorenson

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This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of “rhythm groups,” which are defined as alternating periods of high and low(More)
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to(More)
This paper describes the conceptual and implementation shift from a creative research-based evolutionary system to a real-world evolutionary system for professional designers. The initial system, DarwinsGaze, is a Creative Genetic Programing system based on creative cognition theories. It generated artwork that 10,000's of viewers perceived as human-created(More)
This paper presents a generative system for the automatic creation of video game levels. Our approach is novel in that it allows high-level design goals to be expressed in a top-down manner, while existing bottom-up techniques do not. We use the FI-2Pop genetic algorithm as a natural way to express both constraints and optimization goals for potential level(More)
A generative system that creates levels for 2D platformer games is presented. The creation process is driven by generic models of challenge-based fun which are derived from existing theories of game design. These models are used as fitness functions in a genetic algorithm to produce new levels that maximize the amount of player fun, and the results are(More)
In January 2007, the University of Calgary offered the first Canadian course in Serious Game Development.1,2 Computer Science 701.03 was officially a high-level graduate course, but it included participants from the arts and interdisciplinary studies at senior undergraduate levels. The course evaluation was based on a game project. The class selected a(More)
A scheme for autonomous player avatar behaviour is suggested, in which player patterns are identified and then used to navigate through subdued parts of a first person multi-player game. Thus, instead of sending a complex sequence of key presses, a single packet would be transmitted giving start and end coordinates, and the avatar would be controlled by an(More)