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A Procedural Method for Automatic Generation of Spelunky Levels

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Applications of Evolutionary Computation (EvoApplications 2015)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 9028))

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Abstract

Spelunky is a game that combines characteristics from 2D platform and rogue-like genres. In this paper, we propose an evolutionary search-based approach for the automatic generation of levels for such games. A genetic algorithm is used to generate new levels according to aesthetic and design requirements. A graph is used as a genetic representation in the evolution process to describe the structure of the levels and the connections between the rooms while an agent-based method is employed to specify the interior design of the rooms. The results show that endless variations of playable content satisfying predefined difficulty requirements can be efficiently generated. The results obtained are investigated through an expressivity analysis framework defined to provide thorough insights of the generator’s capabilities.

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Acknowledgments

The research was supported in part by the Danish Research Agency, Ministry of Science, Technology and Innovation; project “PlayGALe” (1337-00172).

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Correspondence to Noor Shaker .

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Baghdadi, W., Eddin, F.S., Al-Omari, R., Alhalawani, Z., Shaker, M., Shaker, N. (2015). A Procedural Method for Automatic Generation of Spelunky Levels. In: Mora, A., Squillero, G. (eds) Applications of Evolutionary Computation. EvoApplications 2015. Lecture Notes in Computer Science(), vol 9028. Springer, Cham. https://doi.org/10.1007/978-3-319-16549-3_25

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  • DOI: https://doi.org/10.1007/978-3-319-16549-3_25

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-16548-6

  • Online ISBN: 978-3-319-16549-3

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