• DocumentCode
    130246
  • Title

    A multi-level level generator

  • Author

    Dahlskog, Steve ; Togelius, Julian

  • Author_Institution
    Malmo Univ., Malmo, Sweden
  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Generating content at multiple levels of abstraction simultaneously is an open challenge in procedural content generation. Representing and automatically replicating the style of a human designer is another. This paper addresses both of these challenges through extending a previously devised methodology for pattern-based level generation. This method builds on an analysis of Super Mario Bros levels into three abstraction levels: micro-, meso- and macro-patterns. Micro-patterns are then used as building blocks in a search-based PCG approach that searches for macro-patterns, which are defined as combinations of meso-patterns. Results show that we can successfully generate levels that replicate the macro-patterns of selected input levels, and we argue that this constitutes an approach to automatically analysing and replicating style in level design.
  • Keywords
    computer games; Super Mario Bros levels; abstraction levels; level design; macropattern; mesopattern; micropattern; multilevel level generator; pattern-based level generation; procedural content generation; search-based PCG approach; Linearity;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932909
  • Filename
    6932909