Title
Rhythm-based level generation for 2D platformers
Abstract
We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels are created using a grammar-based method: first generating rhythms, then generating geometry based on those rhythms. Generation is constrained by a set of style parameters tweakable by a human designer. The approach also minimizes the amount of content that must be manually authored, instead relying on geometry components that are included in the level designer's tileset and a set of jump types. Our results show that this method produces an impressive variety of levels, all of which are fully playable.
Year
DOI
Venue
2009
10.1145/1536513.1536548
FDG
Keywords
Field
DocType
grammar-based method,style parameters tweakable,jump type,geometry component,impressive variety,level designer,human designer,automatic generation,rhythm-based level generation,generating rhythm,rhythm-based method,games
Computer science,Simulation,Grammar,Jump,Multimedia,Rhythm,Procedural generation
Conference
Citations 
PageRank 
References 
51
4.26
8
Authors
4
Name
Order
Citations
PageRank
Gillian Smith136928.59
Mike Treanor216820.47
Jim Whitehead344831.30
Michael Mateas42110221.90