Procedural level design for platform games

Kate Compton, Michael Mateas

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

81 Scopus citations

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.

Original languageEnglish (US)
Title of host publicationProceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006
Pages109-111
Number of pages3
StatePublished - 2006
Event2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006 - Marina del Rey, CA, United States
Duration: Jun 20 2006Jun 23 2006

Publication series

NameProceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006

Conference

Conference2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006
Country/TerritoryUnited States
CityMarina del Rey, CA
Period6/20/066/23/06

ASJC Scopus subject areas

  • Artificial Intelligence
  • Visual Arts and Performing Arts

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