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Automatic level generation for platform videogames using genetic algorithms

dc.contributor.authorMourato, Fausto
dc.contributor.authorSantos, Manuel Próspero dos
dc.contributor.authorBirra, Fernando
dc.date.accessioned2014-03-13T17:03:59Z
dc.date.available2014-03-13T17:03:59Z
dc.date.issued2011-11
dc.description.abstractIn this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.por
dc.identifier.urihttp://hdl.handle.net/10400.26/6088
dc.language.isoengpor
dc.peerreviewednopor
dc.publisherACMpor
dc.relation.publisherversiondoi:10.1145/2071423.2071433por
dc.subjectAlgorithmspor
dc.subjectDesignpor
dc.subjectExperimentationpor
dc.subjectHuman Factorspor
dc.subjectPlatform Videogamespor
dc.subjectProcedural Content Generationpor
dc.subjectAutomated Game Designpor
dc.titleAutomatic level generation for platform videogames using genetic algorithmspor
dc.typepreprint
dspace.entity.typePublication
oaire.citation.conferencePlaceLisboapor
oaire.citation.endPage8:8por
oaire.citation.startPage8:1por
oaire.citation.titleACE 2011 - 8th International Conference on Advances in Computer Entertainment Technologypor
rcaap.rightsopenAccesspor
rcaap.typepreprintpor

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