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Generating Consistent Game Levels

Published: 05 October 2015 Publication History

Abstract

Stochastic data for procedural content generation is rarely specified in research, and left up to the game designer. Extending an existing set of levels, however, requires their consideration in order to generate spatially consistent levels. Stochastic analysis techniques are adopted from musical composition research and applied to level generation, giving promising results in terms of spatial consistency.

References

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J. Togelius, E. Kastbjerg, D. Schedl, and G. N. Yannakakis, "What is procedural content generation?: Mario on the borderline," in Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011, p. 3.
[2]
Hendrikx, M., Meijer, S., van der Velden, J., and Iosup, A. 2011. Procedural Game Content Generation: A Survey. ACM Trans._Multimedia Comput. Commun. Appl., - Article 1 (February 2011), 24 pages.
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J. Dormans, "Adventures in level design: generating missions and spaces for action adventure games," in Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010, p. 1.
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R. van der Linden, R. Lopes, and R. Bidarra, "Procedural Generation of Dungeons," IEEE Trans. Comput. Intell. AI Games, vol. 6, no. 1, pp. 78--89, Mar. 2014.
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F. Mourato, M. P. dos Santos, and F. Birra, "Automatic level generation for platform videogames using genetic algorithms," in Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011, p. 8.
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R. A. Bartle, Designing virtual worlds. New Riders, 2004.
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D. Pinchbeck, "Doom: Scarydarkfast," Landmark Video Games, 2013.
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P. Merrell, E. Schkufza, and V. Koltun, "Computergenerated residential building layouts," 2010, p. 1.
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M. T. Pearce and G. A. Wiggins, "Expectation in melody: The influence of context and learning," 2006.
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C. McGuinness and D. Ashlock, "Decomposing the level generation problem with tiles," in Evolutionary Computation (CEC), 2011 IEEE Congress on, 2011, pp. 849--856.
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N. Shaker, A. Liapis, J. Togelius, R. Lopes, and R. Bidara, "Constructive generation methods for dungeons and levels (DRAFT)," Proced. Content Gener. Games, pp. 31--55, 2015.
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J. Barbara, "Measuring User Experience in Board Games," Int. J. Gaming Comput.-Mediat. Simul. IJGCMS, vol. 6, no. 1, pp. 64--79, 2014.

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Published In

cover image ACM Conferences
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
October 2015
852 pages
ISBN:9781450334662
DOI:10.1145/2793107
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 October 2015

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Author Tags

  1. board games
  2. consistency
  3. design tools
  4. level design
  5. modular design
  6. pitch expectation
  7. procedural content generation
  8. stochastic

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  • Work in progress

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  • Malta Government Scholarship Scheme

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CHI PLAY '15
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CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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CHI PLAY '24
The Annual Symposium on Computer-Human Interaction in Play
October 14 - 17, 2024
Tampere , Finland

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