A Design Pattern Approach for Multi-Game Level Generation

Authors

  • Spencer Beaupre Worcester Polytechnic Institute
  • Thomas Wiles Worcester Polytechnic Institute
  • Sean Briggs Worcester Polytechnic Institute
  • Gillian Smith Worcester Polytechnic Institute

DOI:

https://doi.org/10.1609/aiide.v14i1.13043

Keywords:

procedural content generation, design patterns, GVGAI

Abstract

Existing approaches to multi-game level generation rely upon level structure to emerge organically via level fitness. In this paper, we present a method for generating levels for games in the GVGAI framework using a design pattern-based approach, where design patterns are derived from an analysis of the existing corpus of GVGAI game levels. We created two new generators: one constructive, and one search-based, and compared them to a prior existing search-based generator. Results show that our generator is comparable, even preferred, over the prior generator, especially among players with existing game experience. Our search-based generator also outperforms our constructive generator in terms of player preference.

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Published

2018-09-25

How to Cite

Beaupre, S., Wiles, T., Briggs, S., & Smith, G. (2018). A Design Pattern Approach for Multi-Game Level Generation. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14(1), 145–151. https://doi.org/10.1609/aiide.v14i1.13043