Intentional Computational Level Design
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Abstract (arXiv)
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives maximized. In this work, we address the problem of creating levels that are not only playable but also revolve around specific mechanics in the game. We use constrained evolutionary algorithms and quality-diversity algorithms to generate small sections of Super Mario Bros levels called scenes, using three different simulation approaches: Limited Agents, Punishing Model, and Mechanics Dimensions. All three approaches are able to create scenes that give opportunity for a player to encounter or use targeted mechanics with different properties. We conclude by discussing the advantages and disadvantages of each approach and compare them to each other.
Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). First posted on arXiv 18 Apr 2019.
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Citing papers per year: 2021: 1; 2022: 3; 2023: 2; 2024: 1; 2025: 1; 2026: 1.
9 papers.
- 2024Measuring Diversity of Game Scenarioscited by 5
- 2022Predicting Personas Using Mechanic Frequencies and Game State Tracescited by 2
- 2021Game Mechanic Alignment Theory and Discoverycited by 1
- 2022On Linking Level Segmentscited by 1
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Gamescited by 0
- 2023Evolutionary Machine Learning and Gamescited by 0
- 2026Procedural Generation of First Person Shooter Maps using Map-Elitescited by 0
- 2026Procedural Generation of First Person Shooter Maps using Map-Elites28 May 2026
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2024Measuring Diversity of Game Scenarios15 Apr 2024
- 2023Evolutionary Machine Learning and Games20 Nov 2023
- 2023The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games8 Nov 2023
- 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials11 Apr 2022
- 2022Predicting Personas Using Mechanic Frequencies and Game State Traces24 Mar 2022
- 2022On Linking Level Segments9 Mar 2022
- 2021Game Mechanic Alignment Theory and Discovery20 Feb 2021