The Evolution of Fun: Automatic Level Design Through Challenge Modeling

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Reference

Nathan Sorenson, Philippe Pasquier: The Evolution of Fun: Automatic Level Design Through Challenge Modeling. In: Computational Creativity 2010 ICCC 2010. 258-267.

DOI

Abstract

A generative system that creates levels for 2D platformer games is presented. The creation process is driven by generic models of challenge-based fun which are derived from existing theories of game design. These models are used as fitness functions in a genetic algorithm to produce new levels that maxi- mize the amount of player fun, and the results are compared with existing levels from the classic video game Super Mario Bros. This technique is novel among systems for creating video game content as it does not follow a complex rule- based approach but instead generates output from simple and generic high-level descriptions of player enjoyment.

Extended Abstract

Bibtex

@inproceedings{
author = {Nathan Sorenson, Philippe Pasquier},
title = {The Evolution of Fun: Automatic Level Design Through Challenge Modeling},
editor = {Dan Ventura, Alison Pease, Rafael P ́erez y P ́erez, Graeme Ritchie and Tony Veale},
booktitle = {Proceedings of the First International Conference on Computational Creativity},
series = {ICCC2010},
year = {2010},
month = {January},
location = {Lisbon, Portugal},
pages = {258-267},
url = {http://computationalcreativity.net/iccc2010/papers/sorenson-pasquier.pdf, http://de.evo-art.org/index.php?title=The_Evolution_of_Fun:_Automatic_Level_Design_Through_Challenge_Modeling },
publisher = {International Association for Computational Creativity},
keywords = {computational, creativity},
}

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