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Patterns and procedural content generation: revisiting Mario in world 1 level 1
| Content Provider | ACM Digital Library |
|---|---|
| Author | Dahlskog, Steve Togelius, Julian |
| Abstract | Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of the levels of the original SMB game where we found 23 different patterns. |
| Starting Page | 1 |
| Ending Page | 8 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781450318549 |
| DOI | 10.1145/2427116.2427117 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2012-05-29 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Design Platform games Super mario bros Procedural content generation Patterns |
| Content Type | Text |
| Resource Type | Article |