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Procedural level design for platform games

Published: 20 June 2006 Publication History

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.

References

[1]
Csikszentmihalyi, M. 1990. Flow: the psychology of optimal experience. New York, NY, HarperCollins.
[2]
Hunicke, R., Chapman, V. 2004. "AI for Dynamic Difficult Adjustment in Games." Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence.
[3]
Iyer, V., Bilmes, J., Wessel, D. and Wright, M. 1997. A Novel Representation for Rhythmic Structure. In Proceedings of the 23rd International Computer Music Conference, (Thessaloniki, Hellas, 1997), International Computer Music Association, 97-100.

Cited By

View all
  • (2019)A generalized semantic representation for procedural generation of roomsProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341848(1-8)Online publication date: 26-Aug-2019
  • (2019)Organic building generation in minecraftProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341846(1-7)Online publication date: 26-Aug-2019
  • (2019)Pose-Guided Level DesignProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300784(1-12)Online publication date: 2-May-2019
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image Guide Proceedings
AIIDE'06: Proceedings of the Second AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
June 2006
154 pages

Sponsors

  • Association for the Advancement of Artificial Intelligence
  • Soar Technology, Inc.: Soar Technology, Inc.
  • AAAI: American Association for Artificial Intelligence
  • Microsoft: Microsoft
  • Electronic Arts

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AAAI Press

Publication History

Published: 20 June 2006

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Cited By

View all
  • (2019)A generalized semantic representation for procedural generation of roomsProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341848(1-8)Online publication date: 26-Aug-2019
  • (2019)Organic building generation in minecraftProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341846(1-7)Online publication date: 26-Aug-2019
  • (2019)Pose-Guided Level DesignProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300784(1-12)Online publication date: 2-May-2019
  • (2018)'Play your own way'Proceedings of the 13th International Conference on the Foundations of Digital Games10.1145/3235765.3235818(1-7)Online publication date: 7-Aug-2018
  • (2017)FUN PLEdGE 2.0Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter10.1145/3125571.3125592(1-9)Online publication date: 18-Sep-2017
  • (2017)Procedural level design using an interactive cellular automata genetic algorithmProceedings of the Genetic and Evolutionary Computation Conference Companion10.1145/3067695.3075614(85-86)Online publication date: 15-Jul-2017
  • (2017)Procedural content generation for platformersMultimedia Tools and Applications10.1007/s11042-016-3636-376:4(5001-5050)Online publication date: 1-Feb-2017

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