English

Intentional Computational Level Design

Artificial Intelligence 2019-04-22 v1 Neural and Evolutionary Computing

Abstract

The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives maximized. In this work, we address the problem of creating levels that are not only playable but also revolve around specific mechanics in the game. We use constrained evolutionary algorithms and quality-diversity algorithms to generate small sections of Super Mario Bros levels called scenes, using three different simulation approaches: Limited Agents, Punishing Model, and Mechanics Dimensions. All three approaches are able to create scenes that give opportunity for a player to encounter or use targeted mechanics with different properties. We conclude by discussing the advantages and disadvantages of each approach and compare them to each other.

Keywords

Cite

@article{arxiv.1904.08972,
  title  = {Intentional Computational Level Design},
  author = {Ahmed Khalifa and Michael Cerny Green and Gabriella Barros and Julian Togelius},
  journal= {arXiv preprint arXiv:1904.08972},
  year   = {2019}
}

Comments

8 pages, 10 figures, 3 tables, GECCO 2019

R2 v1 2026-06-23T08:44:17.226Z