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Search-based Procedural Content Generation as a Tool for Level Design in Games

The aim of this thesis is to evaluate the use of Search-based Procedural Content generation (SBPCG) to help a designer create levels for different game styles. I show how SBPCG can be used for level generation in different game genres by surveying both paper and released commercial solutions. I then provide empirical data by using a Genetic Algorithm (GA) to evolve levels in two different game types, first one being a space puzzle game, and the second a platform game. Constraints from a level designer provide a base to create fitness functions for both games with success. Even though difficulties with level representation make it hard for a designer to work with this technique directly, the generated levels show that the technique has promising potential to aid level designers with their work.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-102212
Date January 2013
CreatorsLundgren, Jesper
PublisherLinköpings universitet, Institutionen för datavetenskap, Linköpings universitet, Tekniska högskolan
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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