Proceedings of the 2010 Workshop on Procedural Content Generation in Games 2010
DOI: 10.1145/1814256.1814260
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Analyzing the expressive range of a level generator

Abstract: This paper explores a method for analyzing the expressive range of a procedural level generator, and applies this method to Launchpad, a level generator for 2D platformers. Instead of focusing on the number of levels that can be created or the amount of time it takes to create them, we instead examine the variety of generated levels and the impact of changing input parameters. With the rise in the popularity of PCG, it is important to be able to fairly evaluate and compare different generation techniques withi… Show more

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Cited by 151 publications
(128 citation statements)
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“…Expressive range refers to the space of potential levels that the generator is capable of creating, including how biased it is towards creating particular kinds of content in that space [15]. This evaluation is performed by choosing metrics along which the content can be evaluated, and using those metrics as axes to define the space of possible content.…”
Section: Top-down Evaluation Via Expressivity Measuresmentioning
confidence: 99%
“…Expressive range refers to the space of potential levels that the generator is capable of creating, including how biased it is towards creating particular kinds of content in that space [15]. This evaluation is performed by choosing metrics along which the content can be evaluated, and using those metrics as axes to define the space of possible content.…”
Section: Top-down Evaluation Via Expressivity Measuresmentioning
confidence: 99%
“…On the other hand, the expressive range [16] of the generator can assess the variety of possible results when optimizing different objectives. The two dimensions explored in this paper are the graph size and branching factor: both of these metrics are not directly targeted by the objectives, as suggested by [16], and are indicative of the actions the hero has to make and the decisions they have to take respectively. Figure 5 shows heatmaps of the branching factor and graph size values of the final populations of all runs, i.e.…”
Section: Expressivity Analysismentioning
confidence: 99%
“…Moreover, the ontology can indirectly specify the parameter vector of the generator: for instance a level with the type of "dungeon" can adjust the parameters of the generator to create levels with low linearity [34], due to the relationship between "dungeon" and "maze". A more ambitious target for semantic game generation is to use machine learning to identify patterns (e.g.…”
Section: Generating Games From Semantic Informationmentioning
confidence: 99%