Patterns as Objectives for Level Generation
Steve Dahlskog, Julian Togelius · Malmö University Publications (Malmö University) · 2013
This paper discusses how to use design patterns in procedu-ral level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we an-alyzed the levels in this game to find a set of recurring level design patterns, and discussed an implementation where lev-els were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design ob-jectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the fitness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method.