• DocumentCode
    1265401
  • Title

    A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels

  • Author

    Sorenson, Nathan ; Pasquier, Philippe ; DiPaola, Steve

  • Author_Institution
    Sch. of Interactive Arts & Technol., Simon Fraser Univ., Vancouver, BC, Canada
  • Volume
    3
  • Issue
    3
  • fYear
    2011
  • Firstpage
    229
  • Lastpage
    244
  • Abstract
    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 challenge. The generative system represents a novel combination of genetic algorithms (GAs) and constraint satisfaction (CS) methods and uses the model as a fitness function for the generation of fun levels for two different games. This top-down approach improves upon typical bottom-up techniques in providing semantically meaningful parameters such as difficulty and player skill, in giving human designers considerable control over the output of the generative system, and in offering the ability to create levels for different types of games.
  • Keywords
    constraint handling; entertainment; games of skill; genetic algorithms; automatic video game level design; constraint satisfaction methods; create levels; entertainment value; evolutionary computing; generative system; genetic algorithms; player enjoyment; player skill; procedural creation; Arrays; Computational modeling; Games; Genetic algorithms; Genetics; Humans; Weapons; Challenge modeling; fun; player enjoyment; procedural content creation; video games;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2011.2161310
  • Filename
    5940995