Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/81993
Full metadata record
DC FieldValueLanguage
dc.contributor.authorKhalifa, Ahmed-
dc.contributor.authorCerny Green, Michael-
dc.contributor.authorBarros, Gabriella-
dc.contributor.authorTogelius, Julian-
dc.date.accessioned2021-10-12T06:46:54Z-
dc.date.available2021-10-12T06:46:54Z-
dc.date.issued2019-
dc.identifier.citationKhalifa, A., Cerny Green, M., Barros, G., & Togelius, J. (2019). Intentional computational level design. Proceedings of the Genetic and Evolutionary Computation Conference, Prague. 796-803.en_GB
dc.identifier.isbn9781450361118-
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/81993-
dc.description.abstractThe 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.en_GB
dc.language.isoenen_GB
dc.publisherAssociation for Computing Machineryen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectComputer games -- Designen_GB
dc.subjectLevel design (Computer science)en_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectMachine learningen_GB
dc.titleIntentional computational level designen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencenameGECCO '19: Genetic and Evolutionary Computation Conferenceen_GB
dc.bibliographicCitation.conferenceplacePrague, Czech Republic, 13-17/07/2019en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1145/3321707.3321849-
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
Intentional_computational_level_design_2019.pdf
  Restricted Access
1.23 MBAdobe PDFView/Open Request a copy


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.