Search-based Procedural Content Generation as a Tool for Level Design in Games
Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
The aim of this thesis is to evaluate the use of Search-based Procedural Content generation (SBPCG) to help a designer create levels for different game styles. I show how SBPCG can be used for level generation in different game genres by surveying both paper and released commercial solutions. I then provide empirical data by using a Genetic Algorithm (GA) to evolve levels in two different game types, first one being a space puzzle game, and the second a platform game. Constraints from a level designer provide a base to create fitness functions for both games with success. Even though difficulties with level representation make it hard for a designer to work with this technique directly, the generated levels show that the technique has promising potential to aid level designers with their work.
Place, publisher, year, edition, pages
2013. , 12 p.
Games, Content Generation, Genetic Algorithms, Evolutionary Computation, Level Generation, Design Tool
Engineering and Technology
IdentifiersURN: urn:nbn:se:liu:diva-102212ISRN: LIU-IDA/LITH-EX-A--13/063--SEOAI: oai:DiVA.org:liu-102212DiVA: diva2:676415
Subject / course
Computer and information science at the Institute of Technology
2013-11-22, Alan Turing, Linköping University, Linköping, 13:15 (Swedish)