Title :
An approach to level design using procedural content generation and difficulty curves
Author :
Diaz-Furlong, Hector Adrian ; Solis-Gonzalez Cosio, Ana Luisa
Author_Institution :
Centro de Innovacion y Diseno Digital, Benemerita Univ. Autonoma de Puebla, Puebla, Mexico
Abstract :
Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content generation, it is necessary to review how the game designer sets the change in difficulty throughout the different levels. In this paper we present a procedural level generator that can be used for different games and is based on a genetic algorithm. We define a fitness function that does not depend on the game or content type. This function calculates the difference between the difficulty curve defined by the designer and the difficulty curve calculated for the candidate content, so the best content is the one whose difficulty curve best fits the desired curve. To design our generator, we rely on the concept of flow, theories of fun and game design.
Keywords :
computer games; genetic algorithms; human computer interaction; human factors; difficulty curves; fitness function; game challenge; game design; game difficulty; game space development; genetic algorithm; level design; player competition; player interaction; procedural content generation; Algorithm design and analysis; Floors; Games; Generators; Genetic algorithms; Prototypes; Tiles; difficulty; game design; games; genetic algorithms; procedural content generation;
Conference_Titel :
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location :
Niagara Falls, ON
Print_ISBN :
978-1-4673-5308-3
DOI :
10.1109/CIG.2013.6633640