Fast procedural level population with playability constraints

Ian D Horswill, Leif Foged

Research output: Chapter in Book/Report/Conference proceedingConference contribution

7 Scopus citations

Abstract

We examine the use of constraint propagation for populating indoor game levels with enemies and other objects. We introduce a notion of path constraints, which bound some function over the possible paths a player might take, and show how to efficiently place objects while guaranteeing path constraints. This allows the system to guarantee that power-ups are balanced to the number of enemies occurring in the level, that they're placed early enough to be useful, that keys are not hidden behind the doors they are intended to unlock, and so on. We describe a constraint solver based on interval methods that allows natural processing of numeric constraints and show that it is efficient enough to be used even on very low-end platforms.

Original languageEnglish (US)
Title of host publicationProceedings of the 8th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2012
Pages20-25
Number of pages6
StatePublished - Dec 1 2012
Event8th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2012 - Stanford, CA, United States
Duration: Oct 8 2012Oct 12 2012

Other

Other8th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2012
CountryUnited States
CityStanford, CA
Period10/8/1210/12/12

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction

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