This paper addresses the problem of evaluating the qual-ity of game levels across different games and even gen-res, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. For-mulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: mul-tiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each func...
Abstract—In procedural content generation, one is often interested in generating a large number of a...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper addresses the problem of evaluating the quality of game levels across different games an...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper presents a framework and an initial study in general video game level generation, the pro...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
This paper presents a framework and an initial study in general video game level generation, the pr...
Abstract—In procedural content generation, one is often interested in generating a large number of a...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper addresses the problem of evaluating the quality of game levels across different games an...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper presents a framework and an initial study in general video game level generation, the pro...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
This paper presents a framework and an initial study in general video game level generation, the pr...
Abstract—In procedural content generation, one is often interested in generating a large number of a...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...