Analyzing the expressive range of a level generator

@inproceedings{Smith2010AnalyzingTE,
  title={Analyzing the expressive range of a level generator},
  author={Gillian Smith and Jim Whitehead},
  year={2010}
}
This paper explores a method for analyzing the expressive range of a procedural level generator, and applies this method to Launchpad, a level generator for 2D platformers. Instead of focusing on the number of levels that can be created or the amount of time it takes to create them, we instead examine the variety of generated levels and the impact of changing input parameters. With the rise in the popularity of PCG, it is important to be able to fairly evaluate and compare different generation… Expand
Marahel: A Language for Constructive Level Generation
TLDR
The results show that generators that have starkly different output from each other can easily be defined in Marahel, and their expressive range on three dimensions is analyzed. Expand
FUN PLEdGE: a FUNny Platformers LEvels GEnerator
TLDR
The tool proposed in this paper is aimed at producing levels that are both playable and fun, and should guarantee maximum freedom to the level designer, and suggest corrections functional to the quality of the player experience. Expand
A multi-level level generator
TLDR
Results show that the method can successfully generate levels that replicate the macro-patterns of selected input levels, and it is argued that this constitutes an approach to automatically analysing and replicating style in level design. Expand
Procedural Content Generation Using Patterns as Objectives
TLDR
This paper presents a search-based approach for procedural generation of game levels that represents levels as sequences of micro- patterns and searched for meso-patterns, generating levels that are similar in style to the levels from which the original patterns were extracted. Expand
General Analytical Techniques For Parameter-Based Procedural Content Generators
TLDR
This paper introduces two analytical techniques: smoothness and codependence, and shows how these features help analyse the impact of a parameter change on a generative system and suggest ways this could feed back into more intelligent tools that make working with procedural generators more precise and pleasant. Expand
Towards the automatic optimisation of procedural content generators
TLDR
This paper describes Danesh, a tool to help in analysing, changing and exploring procedural content generators and describes several features in Danesh which help a user optimise their procedural generator towards a certain kind of output. Expand
Procedural level generation using occupancy-regulated extension
TLDR
This paper introduces occupancy-regulated extension (ORE), a general geometry assembly algorithm that supports human-design-based level authoring at arbitrary scales. Expand
Scalable Level Generation for 2D Platforming Games
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-phasedExpand
Measuring quality of grammars for procedural level generation
TLDR
A novel metric called Metric of Added Detail (MAD) that indicates if a rule adds or removes detail with respect to its phase in the transformation pipeline, and Specification Analysis Reporting (SAnR) for expressing level properties and analyzing how qualities evolve in level generation histories are proposed. Expand
A Hybrid Approach to Procedural Dungeon Generation
TLDR
This thesis presents a novel approach to the Procedural Content Generation (PCG) of both maze and dungeon environments by decomposing the problem of level generation into a series of stages which begins with the production of macro-level functional structures and ends with micro-level aesthetic details. Expand
...
1
2
3
4
5
...

References

SHOWING 1-5 OF 5 REFERENCES
Using Semantics to Improve the Design of Game Worlds
TLDR
By allowing designers to capture more of their intent and real-life knowledge in the objects with which they populate a game world, the integration of semantics will strongly contribute to stimulate content reusability, enrich the game play, and eventually also significantly cut down design duration and cost. Expand
Rhythm-based level generation for 2D platformers
TLDR
A rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing, that produces an impressive variety of levels, all of which are fully playable. Expand
Scenario generation for emergency rescue training games
TLDR
A system that uses HTN planning to generate collapsed structure training scenarios that are both internally consistent and allow the user to train for the desired goals is presented. Expand
Evolving content in the Galactic Arms Race video game
TLDR
The content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm is introduced, which automatically evolves game content based on player preferences, as the game is played, and it is now possible to create games that generate their own content to satisfy players, potentially significantly reducing the cost of content creation and increasing the replay value of games. Expand
Towards automatic personalised content creation for racing games
TLDR
An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. Expand