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Summary: Decomposing the Level Generation Problem with Tiles
Cameron McGuinness
Department of Math and Stat
University of Guelph, Guelph
Ontario Canada N1G 2W1
cmcguinn@uoguelph.ca
Daniel Ashlock
Department of Math and Stat
University of Guelph, Guelph
Ontario Canada N1G 2W1
dashlock@uoguelph.ca
Abstract--Search based procedural content generation uses
search techniques to locate high-quality content elements for
use in games. This study specifies and tests an evolutionary-
computation based system to generate tiles and plans that
decompose the problem of assembling large levels. Evolutionary
computation is used as an off-line tool to generate libraries of
both tiles and assembly plans. Systems for rapidly assembling
tile libraries can then be used to generate large levels on demand
with combinatorially huge numbers of levels available. The
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