2014
DOI: 10.1007/978-3-662-45523-4_27
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Procedural Content Generation Using Patterns as Objectives

Abstract: Abstract. In this paper we present a search-based approach for procedural generation of game levels that represents levels as sequences of micro-patterns and searched for meso-patterns. The micro-patterns are "slices" of original human-designed levels from an existing game, whereas the meso-patters are abstractions of common design patterns seen in the same levels. This method generates levels that are similar in style to the levels from which the original patterns were extracted, while still allowing for cons… Show more

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Cited by 17 publications
(13 citation statements)
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“…Another approach that uses pattern and Objectives to introduce new contents in games is discussed in [15], but again the objective-based approach (similar to the Goal-Based proposed in this work) was able to generate only level contents.…”
Section: Related Workmentioning
confidence: 91%
“…Another approach that uses pattern and Objectives to introduce new contents in games is discussed in [15], but again the objective-based approach (similar to the Goal-Based proposed in this work) was able to generate only level contents.…”
Section: Related Workmentioning
confidence: 91%
“…For this purpose, we use a representation of the SMB levels we call "micro-patterns", which are thin vertical slices of a level. In previous work, these slices or micro-patterns were used to create levels where "meso-patterns" and "macro-patterns" decided the order of the slices and therefore gave the levels a structure, style and meaning [3,4,5]. Figure 1 shows examples of such slices.…”
mentioning
confidence: 99%
“…However, evaluation functions come in all shapes and sizes, and they are all valid with their own set of ups and dows. For instance, they might come from game design concepts such as design patterns [86] or game level metrics [45], or from aesthetic indicators such as symmetry [44], or subjective evaluation from users [87], or even continuously adapting the One of the challenges of generating games [and game content], is that it requires them to be enjoyable and interacted as discussed in the previous section. evaluation based on gameplay [43] or to the designer's preferences [47].…”
Section: Search-based Approachmentioning
confidence: 99%
“…In the former, the focus is on leveraging each agent strengths and where one's weakness, such as lack of knowledge in game design, can be supplied by the other agent. For instance, using game design patterns to help designers build levels [86,134]; thus making these tools more accessible. In the latter, the focus is on providing a plethora of interconnected tools and systems unified in a system that relies on the designer having the complete initiative and expert knowledge to connect the bits that form the design of the game.…”
Section: Mixed-initiative Co-creativitymentioning
confidence: 99%
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