Procedural level generation can create unseen levels and improve the replayability of games, but there are requirements for a generated level. First, a level must be completable. Second, a level must look and feel like a level that would exist in the game, meaning a random combination of tiles that happens to be completable is not enough. On top of these two requirements, though, is the player experience. If a level is too hard, the player will be frustrated. If too easy, they will be bored. Neither outcome is desirable. A procedural level generation system has to account for the player's skill and generate levels at the correct difficulty. I address this issue by showing how a Markov Decision Process can be used as a director to assemble l...
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...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
Players begin games at different skill levels and develop their skill at different rates—so th...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
For many video game developers, designing an adversary or adversarial environment that is engaging b...
The world of game development has gone through many chapters since its birth. Many complex technique...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
Players begin games at different skill levels and develop their skill at different rates—so th...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
For many video game developers, designing an adversary or adversarial environment that is engaging b...
The world of game development has gone through many chapters since its birth. Many complex technique...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...