Automatic Generation of Level Maps with the Do What's Possible Representation
May 23, 2019 Β· Declared Dead Β· π 2019 IEEE Conference on Games (CoG)
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Authors
Daniel Ashlock, Christoph Salge
arXiv ID
1905.09618
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.NE
Citations
4
Venue
2019 IEEE Conference on Games (CoG)
Last Checked
4 months ago
Abstract
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high-quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.
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