Proceedings of the sixth ACM symposium on Solid modeling and applications
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Using genetic algorithms to optimise triangle strips
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
A framework for analysis of 2D platformer levels
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Analyzing the expressive range of a level generator
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Integrated system for automatic platform game level creation with difficulty and content adaptation
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Enhancing level difficulty and additional content in platform videogames through graph analysis
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames
International Journal of Creative Interfaces and Computer Graphics
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In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.