Abstract | ||
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This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals. |
Year | DOI | Venue |
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2020 | 10.1145/3402942.3402954 | FDG |
DocType | Citations | PageRank |
Conference | 2 | 0.37 |
References | Authors | |
0 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Charity Megan | 1 | 2 | 0.37 |
Michael Cerny Green | 2 | 31 | 7.17 |
Ahmed Aziz Khalifa | 3 | 69 | 12.04 |
Julian Togelius | 4 | 2765 | 219.94 |