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A Design Pattern Approach for Multi-Game Level Generation
2018
Proceedings of the AAAI Artificial Intelligence and Interactive Digital Entertainment Conference
Existing approaches to multi-game level generation rely upon level structure to emerge organically via level fitness. In this paper, we present a method for generating levels for games in the GVGAI framework using a design pattern-based approach, where design patterns are derived from an analysis of the existing corpus of GVGAI game levels. We created two new generators: one constructive, and one search-based, and compared them to a prior existing search-based generator. Results show that our
doi:10.1609/aiide.v14i1.13043
fatcat:xfcuk72mczag3f7ko6gwxftyqq