DocumentCode :
3133452
Title :
Identifying Catastrophic Failures in Offline Level Generation for Mario
Author :
Zafar, Ammar ; Mujtaba, H.
Author_Institution :
FAST-NUCES, Islamabad, Pakistan
fYear :
2012
fDate :
17-19 Dec. 2012
Firstpage :
62
Lastpage :
67
Abstract :
Video games are pushing the boundaries of the creative medium to be more realistic. This realism demands the game content to be tailored to improve the gaming experience. Generating content is a challenging task and automated approaches based on Artificial Intelligence techniques can help the gaming industry with this problem. The focus of our research is to produce adaptive levels for action-adventure games. We present a technique to identify catastrophic failures in offline level generation of the popular game "Mario". Our approach produces levels that have high replay value and have limited catastrophic failures, thereby improving the quality of the levels generated. This paper also presents taxonomy of Procedural content generation and Search-based PCG techniques. That is to our best knowledge the first wide-ranging survey of both the approaches.
Keywords :
computer games; Mario; action-adventure games; artificial intelligence techniques; catastrophic failure identification; game content; gaming experience; gaming industry; offline level generation; procedural content generation taxonomy; search-based PCG techniques; video games; Algorithm design and analysis; Artificial intelligence; Games; Grammar; Reliability; Vegetation; Weapons; Adaptation; Catastrophic failures; Procedural content generation; Search-based PCG;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Frontiers of Information Technology (FIT), 2012 10th International Conference on
Conference_Location :
Islamabad
Print_ISBN :
978-1-4673-4946-8
Type :
conf
DOI :
10.1109/FIT.2012.20
Filename :
6424299
Link To Document :
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