University of Hertfordshire

By the same authors

Automatic Generation of Level Maps with the Do What’s Possible Representation

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Automatic Generation of Level Maps with the Do What’s Possible Representation. / Ashlock, Daniel; Salge, Christoph.

2019 IEEE Conference on Games (CoG). IEEE, 2019. p. 1-8 8848032.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Ashlock, D & Salge, C 2019, Automatic Generation of Level Maps with the Do What’s Possible Representation. in 2019 IEEE Conference on Games (CoG)., 8848032, IEEE, pp. 1-8, 2019 IEEE Conference on Games (CoG), 20/08/19. https://doi.org/10.1109/CIG.2019.8848032

APA

Ashlock, D., & Salge, C. (2019). Automatic Generation of Level Maps with the Do What’s Possible Representation. In 2019 IEEE Conference on Games (CoG) (pp. 1-8). [8848032] IEEE. https://doi.org/10.1109/CIG.2019.8848032

Vancouver

Author

Ashlock, Daniel ; Salge, Christoph. / Automatic Generation of Level Maps with the Do What’s Possible Representation. 2019 IEEE Conference on Games (CoG). IEEE, 2019. pp. 1-8

Bibtex

@inproceedings{675fa5552c2e403b87aea048217a3435,
title = "Automatic Generation of Level Maps with the Do What{\textquoteright}s Possible Representation",
abstract = "Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what{\textquoteright}s possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.",
keywords = "Computer hacking, Sociology, Statistics, Automata, Evolutionary computation, Generators, Games",
author = "Daniel Ashlock and Christoph Salge",
year = "2019",
month = aug,
day = "23",
doi = "10.1109/CIG.2019.8848032",
language = "English",
isbn = "978-1-7281-1885-7",
pages = "1--8",
booktitle = "2019 IEEE Conference on Games (CoG)",
publisher = "IEEE",
note = "2019 IEEE Conference on Games (CoG) ; Conference date: 20-08-2019 Through 23-08-2019",

}

RIS

TY - GEN

T1 - Automatic Generation of Level Maps with the Do What’s Possible Representation

AU - Ashlock, Daniel

AU - Salge, Christoph

PY - 2019/8/23

Y1 - 2019/8/23

N2 - Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what’s possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.

AB - Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what’s possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.

KW - Computer hacking

KW - Sociology

KW - Statistics

KW - Automata

KW - Evolutionary computation

KW - Generators

KW - Games

UR - https://ieeexplore.ieee.org/document/8848032/

U2 - 10.1109/CIG.2019.8848032

DO - 10.1109/CIG.2019.8848032

M3 - Conference contribution

SN - 978-1-7281-1885-7

SP - 1

EP - 8

BT - 2019 IEEE Conference on Games (CoG)

PB - IEEE

T2 - 2019 IEEE Conference on Games (CoG)

Y2 - 20 August 2019 through 23 August 2019

ER -