2014 IEEE Conference on Computational Intelligence and Games 2014
DOI: 10.1109/cig.2014.6932912
|View full text |Cite
|
Sign up to set email alerts
|

A search-based approach for generating Angry Birds levels

Abstract: This paper presents a genetic algorithm (GA) for the procedural generation of levels in the Angry Birds game. The GA evaluates the levels based on a simulation which measures the elements' movement during a period of time. The algorithm's objective is to minimize this metric to generate stable structures. The level evaluation also considers some restrictions, leading the levels to have certain characteristics. Since there is no open source code of the game, a game clone has been developed independently of our … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
36
0
1

Year Published

2015
2015
2020
2020

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 49 publications
(37 citation statements)
references
References 11 publications
0
36
0
1
Order By: Relevance
“…Ferreira and Toleda used a genetic algorithm to generate levels for another popular 2D physics puzzle game: Angry Birds (2009) [46]. Briefly, the objective in Angry Birds is to crush all the pigs, in the alloted time, by using a slingshot to throw birds against a structure of blocks and pigs.…”
Section: H Physics Puzzlesmentioning
confidence: 99%
See 1 more Smart Citation
“…Ferreira and Toleda used a genetic algorithm to generate levels for another popular 2D physics puzzle game: Angry Birds (2009) [46]. Briefly, the objective in Angry Birds is to crush all the pigs, in the alloted time, by using a slingshot to throw birds against a structure of blocks and pigs.…”
Section: H Physics Puzzlesmentioning
confidence: 99%
“…The results of each simulation-specifically the average velocity and number of collisions for the blocks and pigs, plus end rotation for the blocks-are recorded for use in determining the stability of structures in a level. The genetic algorithm considers the most fit levels to be those that are the most stable and performs crossover and mutation by manipulating the associated arrays of columns [46].…”
Section: H Physics Puzzlesmentioning
confidence: 99%
“…In [11], dynamic difficulty adjustment is provided by Polymorph approach which changes game difficulty depending on player performance. In the literature, there are various studies that are designed by machine learning (genetic algorithm, artificial neural network, support vector machine) [12][13][14][15][16], probabilistically techniques [17], Procedural Content Generation (PCG) [18][19][20] for dynamic game levelling. The difficulties caused by the behavior of NPC objects can be supported by artificial intelligence applications to maximize a user's enjoyment.…”
Section: Introductionmentioning
confidence: 99%
“…For example, Julian Togelius et al, designed a SBPCG multiobjective evolutionary algorithm whose objective was create maps for realtime strategy [14,15] and racing [16] games. In a similar way, Ferreira and Toledo [17] presented a SBPCG approach for generating levels for the physicsbased videogame Angry Birds. Lara et al [18] presented a search-based procedural content generation method in the context of the real-time strategy game 3 Planet Wars (i.e., the Google AI Challenge 2010) whose objective was to generate maps that resulted in an interesting gameplay, focusing on properties of balance and dynamism.…”
Section: Introductionmentioning
confidence: 99%