Patterns and Procedural Content Generation - 0 views
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Garrett Eastman on 25 Apr 12Abstract: "Procedural content generation and design patterns could potentially be combined in several dierent ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros, namely an analysis of the levels of the original Super Mario Bros game into 23 dierent patterns."