2021
DOI: 10.1609/aiide.v2i1.18755
|View full text |Cite
|
Sign up to set email alerts
|

Procedural Level Design for Platform Games

Abstract: Although other genres have used procedural level generation to extend gameplay and replayability, platformer games have not yet seen successful level generation. This paper proposes a new four-layer hierarchy to represent platform game levels, with a focus on representing repetition, rhythm, and connectivity. It also proposes a way to use this model to procedurally generate new levels.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
9
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 34 publications
(9 citation statements)
references
References 1 publication
0
9
0
Order By: Relevance
“…Kerssemakers et al (2012) also presents a self critique of the proposed approach in addition to an empirical running time analysis of the system. The seminal work of Compton and Mateas (2006) on content generation for platform games does not present evaluations of the proposed approach.…”
Section: Other Evaluation Strategiesmentioning
confidence: 99%
“…Kerssemakers et al (2012) also presents a self critique of the proposed approach in addition to an empirical running time analysis of the system. The seminal work of Compton and Mateas (2006) on content generation for platform games does not present evaluations of the proposed approach.…”
Section: Other Evaluation Strategiesmentioning
confidence: 99%
“…A lot of work has been performed previously on procedural content generation (Togelius et al 2011) and level generation for platform games, especially Super Mario Bros (Smith et al 2009;2011;Sorenson and Pasquier 2010a;Jennings-Teats, Smith, and Wardrip-Fruin 2010;Compton and Mateas 2006). A variety of different techniques have been used, with some systems incorporating the player's input (Nygren et al 2011;Yannakakis and Togelius 2011), or a human level designer's input (Mawhorter and Mateas 2010).…”
Section: Related Workmentioning
confidence: 99%
“…Using beats to generate new platformer levels has been well explored. (Compton and Mateas 2006) uses a context free grammar to create new platformer levels, (Smith, Whitehead, and Mateas 2011;Smith et al 2009) uses a constraint solver to find a set of rhythm groups that fit a set of constraints, then finds a set of geometry that fits those rhythm group's constraints.…”
Section: Related Workmentioning
confidence: 99%
“…Metaphorically considering single obstacles or player actions as a 'beat' in time has been very productive for platformer level generation. Both (Compton andMateas 2006) and(Smith, Cha, andWhitehead 2008) derive a concept of rhythm from beats, where beats correspond to player actions to progress past level features.It does not seem beyond the pale to want to take the platformer idea of beat and see how well it fits in with a musical idea of beat. This would allow us to use techniques for music analysis and apply them to platformers.…”
mentioning
confidence: 99%
See 1 more Smart Citation