2012
DOI: 10.1007/978-3-642-34292-9_6
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Enhancing Level Difficulty and Additional Content in Platform Videogames through Graph Analysis

Abstract: Abstract. In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in … Show more

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Cited by 3 publications
(3 citation statements)
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“…Moreover, we have already presented a practical usage of difficulty [19,20] with the metrics of an earlier work [21], also based on the probabilities of success and failure. Such approach is applied based on an initial decomposition of the level content into segments, represented as a graph that can be analysed as a Markov chain.…”
Section: The Notion Of Difficultymentioning
confidence: 99%
“…Moreover, we have already presented a practical usage of difficulty [19,20] with the metrics of an earlier work [21], also based on the probabilities of success and failure. Such approach is applied based on an initial decomposition of the level content into segments, represented as a graph that can be analysed as a Markov chain.…”
Section: The Notion Of Difficultymentioning
confidence: 99%
“…To achieve a more detailed evaluation one needs a more complex alternative. In a previous work [9], we proposed a framework to measure difficulty based on level structure and gap features, which can be an alternative for this purpose. The main issue that this may cause is an increase of complexity for the fitness function, which will result in higher computation times to produce one valid level.…”
Section: Fitness Functionmentioning
confidence: 99%
“…It consists in the integration of a set of simple design patterns to make the algorithm evolve to a set of valid game geometries with different features. To improve content inside those levels, we have also proposed a level adaptation algorithm [17] that is able to fill the main geometry with additional gaming entities, such as enemies or traps. Lastly, an integrated system where those concepts are applied was also implemented [18].…”
Section: Procedural Content Generation (Pcg) In Platform Videogamesmentioning
confidence: 99%