Abstract
This work describes Sturgeon, a system for tile-based level generation using constraints. We present a small mid-level constraint API that can be instantiated with various low-level solvers, including portfolio solvers. We show how this mid-level API can be used to generate levels incorporating a variety of constraints, including constraints learned from example levels and constraints provided by a designer. We incorporate a flexible constraint-based approach within the system for ensuring level goals are reachable. Finally, we demonstrate the effectiveness of the system in a variety of games and show applications ranging from infilling and repair to expressive range coverage.
Publisher
Association for the Advancement of Artificial Intelligence (AAAI)
Cited by
8 articles.
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1. Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21
2. Ahead-of-time Compilation for Diverse Samplers of Constrained Design Spaces;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21
3. You-Only-Randomize-Once: Shaping Statistical Properties in Constraint-based PCG;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21
4. Segment-wise Level Generation using Iterative Constrained Extension;2023 IEEE Conference on Games (CoG);2023-08-21
5. path2level: Constraint-Based Level Generation from Paths;2023 IEEE Conference on Games (CoG);2023-08-21