Grammar-based procedural level generation raises the productivity of level designers for games such as dungeon crawl and platform games. However, the improved productivity comes at cost of level quality assurance. Authoring, improving and maintaining grammars is difficult because it is hard to predict how each grammar rule impacts the overall level quality, and tool support is lacking. We propose a novel metric called Metric of Added Detail (MAD) that indicates if a rule adds or removes detail with respect to its phase in the transformation pipeline, and Specification Analysis Reporting (SAnR) for expressing level properties and analyzing how qualities evolve in level generation histories. We demonstrate MAD and SAnR using a prototype of a ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
There is an increasing demand to improve the procedural generation of game levels. Our approach empo...
Procedural Level Generation provides tools and techniques for generating many game levels from a sin...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Procedural level generation for games is an active field of research with successful applications. H...
This paper presents the use of design grammars to evolve playable 2D platform levels through grammat...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Evaluating the quality of procedurally generated outputs is still one the important open problems i...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Abstract—Grammar metrics have been introduced to measure the quality and the complexity of the forma...
Abstract—This paper investigates strategies to generate levels for action-adventure games. For this ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
There is an increasing demand to improve the procedural generation of game levels. Our approach empo...
Procedural Level Generation provides tools and techniques for generating many game levels from a sin...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Procedural level generation for games is an active field of research with successful applications. H...
This paper presents the use of design grammars to evolve playable 2D platform levels through grammat...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Evaluating the quality of procedurally generated outputs is still one the important open problems i...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Abstract—Grammar metrics have been introduced to measure the quality and the complexity of the forma...
Abstract—This paper investigates strategies to generate levels for action-adventure games. For this ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...