Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Empirical evaluation of procedural level generators for 2D platform games
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
2014 (English)Independent thesis Advanced level (degree of Master (Two Years))Student thesis
Abstract [en]

Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. levels, maps, characters). Since PCG generators are able to produce huge amounts of game content, it becomes impractical for humans to evaluate them manually. Thus it is desirable to automate the process of evaluation. Objectives. This work presents an automatic method for evaluation of procedural level generators for 2D platform games. The method was used for comparative evaluation of four procedural level generators developed within the research community. Methods. The evaluation method relies on simulation of the human player's behaviour in a 2D platform game environment. It is made up of three components: (1) a 2D platform game Infinite Mario Bros with levels generated by the compared generators, (2) a human-like bot and (3) quantitative models of player experience. The bot plays the levels and collects the data which are input to the models. The generators are evaluated based on the values output by the models. A method based on the simple moving average (SMA) is suggested for testing if the number of performed simulations is sufficient. Results. The bot played all 6000 evaluated levels in less than ten minutes. The method based on the SMA showed that the number of simulations was sufficiently large. Conclusions. It has been shown that the automatic method is much more efficient than the traditional evaluation made by humans while being consistent with human assessments.

Place, publisher, year, edition, pages
2014. , 90 p.
Keyword [en]
procedural content generation, procedural level generation, player experience, human-like bots, platform games
National Category
Computer Science Human Computer Interaction
Identifiers
URN: urn:nbn:se:bth-4001Local ID: oai:bth.se:arkivex6863CE5492496A52C1257CFB0074C2E0OAI: oai:DiVA.org:bth-4001DiVA: diva2:831319
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2014-06-18 Last updated: 2015-06-30Bibliographically approved

Open Access in DiVA

fulltext(4646 kB)212 downloads
File information
File name FULLTEXT01.pdfFile size 4646 kBChecksum SHA-512
ae9fee2fdb07316f610919b009dbb6e4c078aa99a4f090a8489eaf336d4ab70303317c7f724a0363e9cf2a69ad7730e511e9e3affbb908e143c2505f479a7aa9
Type fulltextMimetype application/pdf

By organisation
Department of Computer Science and Engineering
Computer ScienceHuman Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar
Total: 212 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Total: 247 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf