Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames

Research output: Contribution to journalArticle

Abstract

The combination of graph representations with level geometry provide additional information that can enhance automatic level generation processes. In particular, perceiving the main paths that are represented in a certain geometry allows content adaptation to apply certain game design patterns, such as the existence of path detours or the inclusion of optional content. This article explores that approach for the specific genre of platform videogames, focusing the adaptation algorithm that the authors have developed. Starting with a primal level structure and a corresponding graph that sketches the user path, our algorithm detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. In addition, the authors present the graph related analysis that support the referred algorithm. Their experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other videogames where similar graph structures can be used.
Original languageUnknown
Pages (from-to)49-70
JournalInternational Journal of Creative Interfaces and Computer Graphics (IJCICG)
Volume4
Issue number1
DOIs
Publication statusPublished - 1 Jan 2013

Keywords

    Cite this

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    title = "Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames",
    abstract = "The combination of graph representations with level geometry provide additional information that can enhance automatic level generation processes. In particular, perceiving the main paths that are represented in a certain geometry allows content adaptation to apply certain game design patterns, such as the existence of path detours or the inclusion of optional content. This article explores that approach for the specific genre of platform videogames, focusing the adaptation algorithm that the authors have developed. Starting with a primal level structure and a corresponding graph that sketches the user path, our algorithm detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. In addition, the authors present the graph related analysis that support the referred algorithm. Their experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other videogames where similar graph structures can be used.",
    keywords = "Automated Design, Automatic Level Generation, Human/Computer Interaction, Procedural Content Generation, Platform Videogames",
    author = "Birra, {Fernando Pedro Reino da Silva} and Santos, {Manuel Jo{\~a}o Toscano Pr{\'o}spero dos}",
    year = "2013",
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    doi = "10.4018/ijcicg.2013010104",
    language = "Unknown",
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    T1 - Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames

    AU - Birra, Fernando Pedro Reino da Silva

    AU - Santos, Manuel João Toscano Próspero dos

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    N2 - The combination of graph representations with level geometry provide additional information that can enhance automatic level generation processes. In particular, perceiving the main paths that are represented in a certain geometry allows content adaptation to apply certain game design patterns, such as the existence of path detours or the inclusion of optional content. This article explores that approach for the specific genre of platform videogames, focusing the adaptation algorithm that the authors have developed. Starting with a primal level structure and a corresponding graph that sketches the user path, our algorithm detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. In addition, the authors present the graph related analysis that support the referred algorithm. Their experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other videogames where similar graph structures can be used.

    AB - The combination of graph representations with level geometry provide additional information that can enhance automatic level generation processes. In particular, perceiving the main paths that are represented in a certain geometry allows content adaptation to apply certain game design patterns, such as the existence of path detours or the inclusion of optional content. This article explores that approach for the specific genre of platform videogames, focusing the adaptation algorithm that the authors have developed. Starting with a primal level structure and a corresponding graph that sketches the user path, our algorithm detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. In addition, the authors present the graph related analysis that support the referred algorithm. Their experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other videogames where similar graph structures can be used.

    KW - Automated Design

    KW - Automatic Level Generation

    KW - Human/Computer Interaction

    KW - Procedural Content Generation

    KW - Platform Videogames

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    JO - International Journal of Creative Interfaces and Computer Graphics (IJCICG)

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