DocumentCode
2416468
Title
A procedural procedural level generator generator
Author
Kerssemakers, Manuel ; Tuxen, Jeppe ; Togelius, Julian ; Yannakakis, Georgios N.
Author_Institution
IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
335
Lastpage
341
Abstract
Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent-based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.
Keywords
computer games; evolutionary computation; Super Mario Bros; aesthetic judgment; agent based level generator; content generator; game content; interactive evolutionary algorithm; playability; procedural content generation; procedural level generator; simulation based estimate; textures; Artificial intelligence; Databases; Games; Generators; Genetic algorithms; Tiles; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374174
Filename
6374174
Link To Document