Title
User-preference-based automated level generation for platform games.
Abstract
Level content generation in the genre of platform games, so far, has focused primarily on the typical, tactile-skill based levels with simple left to right movement. In this paper, we present a level generation method that expands these standard kinds of levels by integrating puzzle based content that requires the player to explore the level in order to solve it. With these choices comes the need to elicit what kind of level a user would like to play at the current time, which is also covered by our level generation system.
Year
DOI
Venue
2011
10.1109/CIG.2011.6031989
IEEE Conference on Computational Intelligence and Games
Keywords
Field
DocType
human computer interaction
Content generation,Computer science,Turns, rounds and time-keeping systems in games,Simulation,Human–computer interaction,Multimedia
Conference
ISSN
Citations 
PageRank 
2325-4270
7
0.49
References 
Authors
12
4
Name
Order
Citations
PageRank
Nick Nygren171.16
Jörg Denzinger243952.75
Ben Stephenson35610.86
John Aycock435133.03