Syntactic Segmentation and Collage Generation for Videogame Levels with Perceptual Distance
Organizations: University of Alberta 116 Street and 85th Avenue Edmonton, AB T6G 2R3
Abstract
In procedural videogame level design, many existing techniques combine hand-authored level chunks. Some existing analysis techniques also rely on a higher-level graph structure which abstracts the level design. In this paper, we explore techniques for computing both of these things automatically from an existing design. We introduce the concept of perceptual distance, based on analysis techniques from the architecture subfield of Space Syntax. We use this perceptual distance to segment level designs with hierarchical clustering. We compare with past work on StarCraft analysis, show results on rooms from Super Metroid, and also demonstrate a proof-of-concept level generation algorithm based on this segmentation method.
Figures & tables
| Metric | Value |
|---|---|
Procedural Content Generation
Procedural content generation creates game levels, 3D worlds, assets, stories, and simulation environments through algorithms and learned models.
See all 67 papers