Towards a generic method of evaluating game levels

Antonios Liapis, Georgios N. Yannakakis, Julian Togelius

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

    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.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
    PublisherAAAI press
    Pages30-36
    Number of pages7
    StatePublished - 2013
    Event9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013 - Boston, United States
    Duration: Oct 14 2013Oct 18 2013

    Other

    Other9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
    CountryUnited States
    CityBoston
    Period10/14/1310/18/13

    Fingerprint

    Function evaluation
    Genetic algorithms

    ASJC Scopus subject areas

    • Visual Arts and Performing Arts
    • Artificial Intelligence

    Cite this

    Liapis, A., Yannakakis, G. N., & Togelius, J. (2013). Towards a generic method of evaluating game levels. In Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013 (pp. 30-36). AAAI press.

    Towards a generic method of evaluating game levels. / Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian.

    Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013. AAAI press, 2013. p. 30-36.

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

    Liapis, A, Yannakakis, GN & Togelius, J 2013, Towards a generic method of evaluating game levels. in Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013. AAAI press, pp. 30-36, 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013, Boston, United States, 10/14/13.
    Liapis A, Yannakakis GN, Togelius J. Towards a generic method of evaluating game levels. In Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013. AAAI press. 2013. p. 30-36
    Liapis, Antonios ; Yannakakis, Georgios N. ; Togelius, Julian. / Towards a generic method of evaluating game levels. Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013. AAAI press, 2013. pp. 30-36
    @inproceedings{2f85b48df00d46919b3dc2eea550aad7,
    title = "Towards a generic method of evaluating game levels",
    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.",
    author = "Antonios Liapis and Yannakakis, {Georgios N.} and Julian Togelius",
    year = "2013",
    language = "English (US)",
    pages = "30--36",
    booktitle = "Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013",
    publisher = "AAAI press",

    }

    TY - GEN

    T1 - Towards a generic method of evaluating game levels

    AU - Liapis, Antonios

    AU - Yannakakis, Georgios N.

    AU - Togelius, Julian

    PY - 2013

    Y1 - 2013

    N2 - 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.

    AB - 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.

    UR - http://www.scopus.com/inward/record.url?scp=84910061402&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=84910061402&partnerID=8YFLogxK

    M3 - Conference contribution

    SP - 30

    EP - 36

    BT - Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013

    PB - AAAI press

    ER -