Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playable levels in games. Such levels often lack the quality and theme consistency of hand-crafted ones. The aim of this thesis is to explore the principles used by Nintendo in their human-made levels and to apply them to procedural generation. That could improve players' experience while preserving the benefits of PCG. We have developed an example level generator for the Super Mario game demonstrating these principles. We have also compared its output to other level generators and the original Nintendo games in known metrics. Additionally, we have conducted a study examining subjective player enjoyment. It shows that this approach increases the lev...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...