2013 IEEE Conference on Computational Inteligence in Games (CIG) 2013
DOI: 10.1109/cig.2013.6633633
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Automatic generation and analysis of physics-based puzzle games

Abstract: Abstract-In this paper we present a method for the automatic generation of content for the physics-based puzzle game Cut The Rope. An evolutionary game generator is implemented which evolves the design of levels based on a context-free grammar. We present various measures for analyzing the expressivity of the generator and visualizing the space of content covered. We further perform an experiment on evolving playable content of the game and present and analyze the results obtained.

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Cited by 30 publications
(34 citation statements)
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“…There is no need for any additional playability check afterwards. This is a main advantage over other CG methods proposed in the literature where two separated steps are usually employed to (1) generate complete designs and (2) performs a playability check [9,10] which results in a significantly slower performance than the one obtained by the proposed approach.…”
Section: Notes On the Progressive Approachmentioning
confidence: 95%
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“…There is no need for any additional playability check afterwards. This is a main advantage over other CG methods proposed in the literature where two separated steps are usually employed to (1) generate complete designs and (2) performs a playability check [9,10] which results in a significantly slower performance than the one obtained by the proposed approach.…”
Section: Notes On the Progressive Approachmentioning
confidence: 95%
“…all the components presented are necessary, and should be used, to complete the level, unlike previous attempts to generate content where this is not guaranteed [9][10][11]. This is an important issue in game design since the number of paths that could be followed to finish the game provides an estimate of difficulty.…”
Section: Notes On the Progressive Approachmentioning
confidence: 99%
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