A genetic approach in procedural content generation for platformer games level creation

In this article we used a genetic algorithm approach for generating and evaluating rhythms for creating levels of 2D runner platformer games. After generating rhythms, we used a grammar based approach to generate geometry based on these rhythms. We used a novel fitness function for the genetic algorithm in the area of PCG. This approach also minimizes the amount of the content that must be manually authored. Our results show that this method can produce a variety of levels with controlled difficulty between two levels and all generated levels are fully playable. We believe that the presented method is potentially applicable to commercial platformer games.

[1]  Mario Romero,et al.  Tableau Machine: A Creative Alien Presence , 2008, AAAI Spring Symposium: Creative Intelligent Systems.

[2]  Davide Gadia,et al.  Procedural content generation for platformers: designing and testing FUN PLEdGE , 2016, Multimedia Tools and Applications.

[3]  Tommy Thompson "What is a Super Mario level anyway?"An Argument For Non-Formalist LevelGeneration in Super Mario Bros , 2016 .

[4]  E. James Whitehead,et al.  Design patterns in FPS levels , 2010, FDG.

[5]  Julian Togelius,et al.  Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.

[6]  Gillian Smith,et al.  Analyzing the expressive range of a level generator , 2010, PCGames@FDG.

[7]  Gillian Smith,et al.  A framework for analysis of 2D platformer levels , 2008, Sandbox '08.

[8]  Michael Mateas,et al.  Rhythm-based level generation for 2D platformers , 2009, FDG.

[9]  Noah Wardrip-Fruin,et al.  Polymorph: dynamic difficulty adjustment through level generation , 2010, PCGames@FDG.

[10]  Michael Mateas,et al.  Launchpad: A Rhythm-Based Level Generator for 2-D Platformers , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[11]  Julian Togelius,et al.  Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.

[12]  Kenneth O. Stanley,et al.  Automatic Content Generation in the Galactic Arms Race Video Game , 2009, IEEE Transactions on Computational Intelligence and AI in Games.

[13]  Magy Seif El-Nasr,et al.  Analysis of level design 'push & pull' within 21 games , 2010, FDG.

[14]  Michael Mateas,et al.  Procedural Level Design for Platform Games , 2006, AIIDE.