Abstract
Although other genres have used procedural level generation to extend gameplay and replayability, platformer games have not yet seen successful level generation. This paper proposes a new four-layer hierarchy to represent platform game levels, with a focus on representing repetition, rhythm, and connectivity. It also proposes a way to use this model to procedurally generate new levels. © 2006, American Association for Artificial Intelligence.
Cite
CITATION STYLE
Compton, K., & Mateas, M. (2006). Procedural level design for platform games. In Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006 (pp. 109–111). AAAI Press. https://doi.org/10.1609/aiide.v2i1.18755
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