In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle Script. Puzzle Script is a videogame description language created by Stephen Lavelle for scripting puzzle games. We propose a system to help in generating levels for Puzzle Script without any restriction on the current game rules. Two different approaches are used with a trade off between speed (Constructive approach) and playability (Genetic approach). These two approaches use a level evaluator that calculates the scores of the generated levels based on their playability and challenge. The generated levels are assessed by human players statistically, and the results show that the constructive approach is capable of generating playable levels...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
In this document we present an investigation on automatically generating levels for platform videoga...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
Swappy is a puzzle game that requires different character tokens to cooperatively navigate a maze to...
Abstract — This study presents a system for automatically producing puzzles for use in game design. ...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
In this document we present an investigation on automatically generating levels for platform videoga...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
Swappy is a puzzle game that requires different character tokens to cooperatively navigate a maze to...
Abstract — This study presents a system for automatically producing puzzles for use in game design. ...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...