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Towards a Generic Method of Evaluating Game Levels

  • Antonios Liapis
    ,
  • Georgios N. Yannakakis
    ,
  • Julian Togelius
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Abstract

This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres.

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Host publication Subtitle

AIIDE 13

Original language

English

Pages from-to (Number of pages)

Pages 30-36 (7 pages)

Publication milestones

  • Published - 2013

Publication status

Published - 2013

Publisher

Association for the Advancement of Artificial Intelligence
978-1-57735-607-3

Publication IDs

  • Scopus: 84910061402

Host publication title

Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Publication metrics

PlumX

Citation count
54