Towards a Generic Method of Evaluating Game Levels

Authors

  • Antonios Liapis IT University of Copenhagen
  • Georgios Yannakakis University of Malta
  • Julian Togelius IT University of Copenhagen

Keywords:

Procedural Content Generation, Game Design, Artificial Evolution, Constrained Optimization, Game Design Patterns, Fitness Function

Abstract

This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres.

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Published

2021-06-30

How to Cite

Liapis, A., Yannakakis, G., & Togelius, J. (2021). Towards a Generic Method of Evaluating Game Levels. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 9(1), 30-36. Retrieved from https://ojs.aaai.org/index.php/AIIDE/article/view/12680