Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

Authors

  • Adam Summerville University of California, Santa Cruz
  • Michael Mateas University of California, Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v11i3.12817

Keywords:

Artificial Intelligence, Procedural Content Generation, Bayesian Networks, Principal Component Analysis

Abstract

Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.

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Published

2021-06-24

How to Cite

Summerville, A., & Mateas, M. (2021). Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11(3), 63-67. https://doi.org/10.1609/aiide.v11i3.12817