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Procedural Content Generation Using Patterns as Objectives

  • Steve DahlskogEmail author
  • Julian Togelius
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8602)

Abstract

In this paper we present a search-based approach for procedural generation of game levels that represents levels as sequences of micro-patterns and searched for meso-patterns. The micro-patterns are “slices” of original human-designed levels from an existing game, whereas the meso-patters are abstractions of common design patterns seen in the same levels. This method generates levels that are similar in style to the levels from which the original patterns were extracted, while still allowing for considerable variation in the geometry of the generated levels. The evolutionary method for generating the levels was tested extensively to investigate the distribution of micro-patterns used and meso-patterns found.

Keywords

Design Pattern Game Design Digital Game Pattern Language Original Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2014

Authors and Affiliations

  1. 1.Malmö UniversityMalmöSweden
  2. 2.IT University of CopenhagenCopenhagenDenmark

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