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-reviewOpen 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-reviewHost publication Subtitle
AIIDE 13Original language
EnglishPages 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 IntelligenceISBN (Print)
978-1-57735-607-3Publication 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
