Procedural generation of collaborative puzzle-platform game levels

Benjamin van Arkel, Daniel Karavolos, Anders Bouwer

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Abstract

This paper addresses the procedural generation of levels for collaborative puzzle-platform games. To address this issue, we distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players. These are further formalized as game design patterns. To test the feasibility of the approach, a level generator has been implemented based on a rule-based approach, using the existing tool called Ludoscope and a prototype game developed in the Unity game engine. The level generation procedure results in over 3.7 million possible playable level variations that can be generated automatically. Each of these levels encourages or even requires both players to engage in collaborative gameplay.
Original languageEnglish
Title of host publicationGAME-ON' 2015
Subtitle of host publication16th International Conference on Intelligent Games and Simulation
EditorsSander Bakkes, Frank Nack
Place of PublicationAmsterdam
PublisherEurosis
Pages87-93
Number of pages7
ISBN (Print)9789077381915
Publication statusPublished - 2 Dec 2015
EventGAME ON' 2015: 16th International Conference on Intelligent Games and Simulation - University of Amsterdam, Amsterdam, Netherlands
Duration: 2 Dec 20154 Dec 2015
Conference number: 16
https://www.eurosis.org/cms/files/proceedings/GAMEON/GAMEON2015contents.pdf

Conference

ConferenceGAME ON' 2015
Abbreviated titleGAME ON' 2015
Country/TerritoryNetherlands
CityAmsterdam
Period2/12/154/12/15
Internet address

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