Evolutionary generation of game levels

Journal Title: EAI Endorsed Transactions on Creative Technologies - Year 2018, Vol 5, Issue 15

Abstract

This paper outlines an approach for evolutionary procedural generation of video game content. The study deals with the automatic generation of game level designs using genetic algorithms and the development of a fitness function that describes the playability of the game level. The research explores whether genetic algorithms have the ability to produce outcomes that demonstrate characteristics that arise through human creativity, and whether these automated approaches offer any benefits in terms of time and effort involved in the design process. The approach is compared to a random method and the results show that the genetic algorithm is more consistent in finding levels; however analysis of the game levels indicates that the fitness function is not fully capturing level playability. The ability to produce playable levels decreases as the play area increases, however there is potential to produce larger maps that are both playable and arguably creative through a recombination method.

Authors and Affiliations

A. M. Connor, T. J. Greig, J. Kruse

Keywords

Related Articles

Wearable robot that measures user vital signs for elderly care and support

In this paper, we introduce a wearable robot with vital sensors. So far, we have been developing a wearable partner agent that makes physical contact, which is generated by combining haptic stimuli and the agent's anthro...

Philosophy of Computer Game with BCI as Healthcare Information Design Outcomes: Toward a New Approach of Knowledge Game

This study presents that the computer game using brain information as healthcare design outcomes is being philosophized as an object of thoughts. In order to define the philosophy of computer game with BCI (Brain-Compute...

A novel approach to painting powered by Ambient Intelligence

Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to c...

A Comparison of Gamified HCI Studies with Lab and Crowd Participants

We compared a game-based experiment carried out in the lab with crowdsourced set ups (informed and uninformed participants) on the device’s human resolution (DHR) - the minimum size for dragging the finger onto a target...

Evaluating Moodle use via Smart Mobile Phones. A case study in a Greek University

The use of learning management systems (LMS) has grown considerably in universities around the world. LMSs can offer a great variety of channels and workspaces to facilitate information sharing and communication among pa...

Download PDF file
  • EP ID EP45892
  • DOI http://dx.doi.org/10.4108/eai.10-4-2018.155857
  • Views 259
  • Downloads 0

How To Cite

A. M. Connor, T. J. Greig, J. Kruse (2018). Evolutionary generation of game levels. EAI Endorsed Transactions on Creative Technologies, 5(15), -. https://europub.co.uk/articles/-A-45892