Tanagra: An Intelligent Level Design Assistant for 2D Platformers

Authors

  • Gillian Smith University of California, Santa Cruz
  • Jim Whitehead University of California, Santa Cruz
  • Michael Mateas University of California, Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v6i1.12379

Keywords:

procedural content generation, level generation, level design, design tools

Abstract

We present a demonstration of Tanagra, an intelligent level design assistant for 2D platformers. Tanagra integrates reactive planning and constraint programming to automatically generate levels and respond to designer changes in realtime. A reactive planning language, ABL, allows us to easily express hierarchical patterns of level geometry, from simple patterns such as a jump over a gap, to more complex patterns such as staircases and pits. A model of player movement and constraints within and between geometry components ensure that the levels created by our system are always playable.

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Published

2010-10-10

How to Cite

Smith, G., Whitehead, J., & Mateas, M. (2010). Tanagra: An Intelligent Level Design Assistant for 2D Platformers. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6(1), 223-224. https://doi.org/10.1609/aiide.v6i1.12379