General video game level generation

Ahmed Khalifa, Diego Perez-Liebana, Simon M. Lucas, Julian Togelius

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

    Abstract

    This paper presents a framework and an initial study in general video game level generation, the problem of generating levels for not only a single game but for any game within a specified domain. While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances of games that might not even have been designed when the generator was constructed. The framework presented here builds on the General Video Game AI framework (GVG-AI) and the Video Game Description Language (VGDL), in order to reap synergies from research activities connected to the General Video Game Playing Competition. The framework will also form the basis for a new track of this competition. In addition to the framework, the paper presents three general level generators and an empirical comparison of their qualities.

    Original languageEnglish (US)
    Title of host publicationGECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference
    PublisherAssociation for Computing Machinery, Inc
    Pages253-259
    Number of pages7
    ISBN (Electronic)9781450342063
    DOIs
    StatePublished - Jul 20 2016
    Event2016 Genetic and Evolutionary Computation Conference, GECCO 2016 - Denver, United States
    Duration: Jul 20 2016Jul 24 2016

    Other

    Other2016 Genetic and Evolutionary Computation Conference, GECCO 2016
    CountryUnited States
    CityDenver
    Period7/20/167/24/16

    Keywords

    • General video game playing
    • Level generation
    • Procedural content generation
    • Video game description language

    ASJC Scopus subject areas

    • Computer Science Applications
    • Computational Theory and Mathematics
    • Software

    Cite this

    Khalifa, A., Perez-Liebana, D., Lucas, S. M., & Togelius, J. (2016). General video game level generation. In GECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference (pp. 253-259). Association for Computing Machinery, Inc. https://doi.org/10.1145/2908812.2908920

    General video game level generation. / Khalifa, Ahmed; Perez-Liebana, Diego; Lucas, Simon M.; Togelius, Julian.

    GECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference. Association for Computing Machinery, Inc, 2016. p. 253-259.

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

    Khalifa, A, Perez-Liebana, D, Lucas, SM & Togelius, J 2016, General video game level generation. in GECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference. Association for Computing Machinery, Inc, pp. 253-259, 2016 Genetic and Evolutionary Computation Conference, GECCO 2016, Denver, United States, 7/20/16. https://doi.org/10.1145/2908812.2908920
    Khalifa A, Perez-Liebana D, Lucas SM, Togelius J. General video game level generation. In GECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference. Association for Computing Machinery, Inc. 2016. p. 253-259 https://doi.org/10.1145/2908812.2908920
    Khalifa, Ahmed ; Perez-Liebana, Diego ; Lucas, Simon M. ; Togelius, Julian. / General video game level generation. GECCO 2016 - Proceedings of the 2016 Genetic and Evolutionary Computation Conference. Association for Computing Machinery, Inc, 2016. pp. 253-259
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