Patterns and procedural content generation: revisiting Mario in world 1 level 1

  • Authors:
  • Steve Dahlskog;Julian Togelius

  • Affiliations:
  • Malmö University, Malmö, Sweden;IT University of Copenhagen, Copenhagen, Denmark

  • Venue:
  • Proceedings of the First Workshop on Design Patterns in Games
  • Year:
  • 2012

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Abstract

Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of the levels of the original SMB game where we found 23 different patterns.