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An Author-Centric Approach to Procedural Content Generation

  • Rui Craveirinha
  • Lucas Santos
  • Licínio Roque
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8253)

Abstract

This paper describes an alternative approach for videogame procedural content generation focused on providing authors direct control on what gameplay ensues from the generated content. An architecture is proposed that allows designers to define, beforehand, target gameplay indicators, and then generates content for an existing base-design that achieves those same indicators in actual gameplay sessions with human players. Besides providing a description of this architecture, a trial intent on giving evidence of the approach’s feasibility is presented. This experiment used an altered version of ‘Infinite Mario Bros.’ level generator, built to evolve design parameters so as to achieve 3 target gameplay indicators. Employing a Genetic Algorithm in generation of new parameter values, and using 25 players to test the end results, the platform was able to generate parameters that achieved, with precision, the values for those indicators. This result provides evidence of the approach’s feasibility, hinting at its potential use for real-life design processes.

Keywords

Game Design Player Experience Human Player Target Indicator Game Content 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Rui Craveirinha
    • 1
  • Lucas Santos
    • 2
  • Licínio Roque
    • 1
  1. 1.Department of Informatics Engineering, Faculty of Sciences and TechnologyUniversity of CoimbraCoimbraPortugal
  2. 2.Universidade Estadual da BahiaBahiaBrasil

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