This paper addresses the problem of evaluating the quality of game levels across different games and even genres, 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. Formulas 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: multiplayer 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 ...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
Procedural level generation has long since been prevalent in video games. A desire to make the metho...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
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 qual-ity of game levels across different games an...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
This paper presents a framework and an initial study in general video game level generation, the pro...
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 pr...
Abstract: In procedural content generation, one is often interested in generating a large number of ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
Procedural level generation has long since been prevalent in video games. A desire to make the metho...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
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 qual-ity of game levels across different games an...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
This paper presents a framework and an initial study in general video game level generation, the pro...
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 pr...
Abstract: In procedural content generation, one is often interested in generating a large number of ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
Procedural level generation has long since been prevalent in video games. A desire to make the metho...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...