Automatic level generation for platform videogames using genetic algorithms

Detalhes bibliográficos
Autor(a) principal: Mourato, Fausto
Data de Publicação: 2011
Outros Autores: Santos, Manuel Próspero dos, Birra, Fernando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/6088
Resumo: In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.
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spelling Automatic level generation for platform videogames using genetic algorithmsAlgorithmsDesignExperimentationHuman FactorsPlatform VideogamesProcedural Content GenerationAutomated Game DesignIn this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.ACMRepositório ComumMourato, FaustoSantos, Manuel Próspero dosBirra, Fernando2014-03-13T17:03:59Z2011-112011-11-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/6088enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-21T09:50:33Zoai:comum.rcaap.pt:10400.26/6088Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:06:36.452097Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Automatic level generation for platform videogames using genetic algorithms
title Automatic level generation for platform videogames using genetic algorithms
spellingShingle Automatic level generation for platform videogames using genetic algorithms
Mourato, Fausto
Algorithms
Design
Experimentation
Human Factors
Platform Videogames
Procedural Content Generation
Automated Game Design
title_short Automatic level generation for platform videogames using genetic algorithms
title_full Automatic level generation for platform videogames using genetic algorithms
title_fullStr Automatic level generation for platform videogames using genetic algorithms
title_full_unstemmed Automatic level generation for platform videogames using genetic algorithms
title_sort Automatic level generation for platform videogames using genetic algorithms
author Mourato, Fausto
author_facet Mourato, Fausto
Santos, Manuel Próspero dos
Birra, Fernando
author_role author
author2 Santos, Manuel Próspero dos
Birra, Fernando
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Mourato, Fausto
Santos, Manuel Próspero dos
Birra, Fernando
dc.subject.por.fl_str_mv Algorithms
Design
Experimentation
Human Factors
Platform Videogames
Procedural Content Generation
Automated Game Design
topic Algorithms
Design
Experimentation
Human Factors
Platform Videogames
Procedural Content Generation
Automated Game Design
description In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.
publishDate 2011
dc.date.none.fl_str_mv 2011-11
2011-11-01T00:00:00Z
2014-03-13T17:03:59Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/6088
url http://hdl.handle.net/10400.26/6088
dc.language.iso.fl_str_mv eng
language eng
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dc.publisher.none.fl_str_mv ACM
publisher.none.fl_str_mv ACM
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