Proceedings of the Genetic and Evolutionary Computation Conference 2016 2016
DOI: 10.1145/2908812.2908920
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General Video Game Level Generation

Abstract: This paper presents a framework and an initial study in general video game level generation, the problem of generating levels for not only a single game but for any game within a specified domain. While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances of games that might not even have been designed when the generator was constructed. The framework presented here builds on the General Video Game AI framework … Show more

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Cited by 79 publications
(75 citation statements)
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“…The competition has already completed three editions of its single player track (starting in 2014), with two additional tracks running in 2016 for two player games [7] and level generation [11]. Therefore, it is attracting a large interest on an international scale, with close to a hundred participants every year across its different tracks.…”
Section: Introductionmentioning
confidence: 99%
“…The competition has already completed three editions of its single player track (starting in 2014), with two additional tracks running in 2016 for two player games [7] and level generation [11]. Therefore, it is attracting a large interest on an international scale, with close to a hundred participants every year across its different tracks.…”
Section: Introductionmentioning
confidence: 99%
“…However, both problems and scenarios generation presented in this paper uses template based and constructive algorithms, respectively. The latter is based on the one introduced in [Khalifa et al 2016]. The first follows the notion of a grammar, replacing elements.…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…However, gamified tools yet have the limitation of being repetitive and boring [Boulet 2016], which might be dealt using Procedural Content Generation (PCG). PCG aims to automatically generate an output [Linden et al 2013], such as trees (SpeedTree 1 ), buildings [Rodrigues et al 2015] or scenarios [Khalifa et al 2016], where 1 www.speedtree.com games has been one of its largest field of application and testbed [Hendrikx et al 2013, Carli et al 2011. One of the main characteristics of a PCG technique is to create diverse outputs, leading to a certain level of innovability at each time.…”
Section: Introductionmentioning
confidence: 99%
“…Procedural content generators capture game rules as an input and then generate essential content for a game. PCG has been used frequently by indie game developers to generate diverse content including characters [3], terrains [3], [9], dungeons [4] and levels [5]- [8], [11], [18].…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, a level generator that can generate levels for multiple games can possess considerable challenges. In this regard, an important step has been made by introducing a General Video Game Level Generation (GVG-LG) framework [8]. This framework generates levels for multiple games, unlike other level generators.…”
Section: Introductionmentioning
confidence: 99%