Although other genres have used procedural level generation to extend gameplay and replayability, platformer games have not yet seen successful level generation. This paper propos...
We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels ar...
Gillian Smith, Mike Treanor, Jim Whitehead, Michae...
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on the players' experience of the game. A version of Super Mario Bros has be...
Chris Pedersen, Julian Togelius, Georgios N. Yanna...
The increasing complexity of game development highlights the need of intellectual and industrial tools to enhance productivity in terms of quality, time and cost. In this paper we...
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...