Towards a Generic Method of Evaluating Game Levels

Antonios Liapis, Georgios N. Yannakakis, Julian Togelius

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

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
Title of host publicationProceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment : AIIDE 13
Number of pages7
PublisherAssociation for the Advancement of Artificial Intelligence
Publication date2013
Pages30-36
ISBN (Print)978-1-57735-607-3
Publication statusPublished - 2013

Keywords

  • Game Level Evaluation
  • Procedural Content Generation
  • Game Design Patterns
  • Quantitative Analysis
  • Genetic Algorithms

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