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
PCG-based game design: enabling new play experiences through procedural content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Automatic level generation for platform videogames using genetic algorithms
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
PCG-based game design: creating Endless Web
Proceedings of the International Conference on the Foundations of Digital Games
Gaming is a hard job, but someone has to do it!
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
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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.