{"title":"Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints","authors":"Seth Cooper","doi":"10.1609/aiide.v18i1.21944","DOIUrl":null,"url":null,"abstract":"This work describes Sturgeon, a system for tile-based level generation using constraints. We present a small mid-level constraint API that can be instantiated with various low-level solvers, including portfolio solvers. We show how this mid-level API can be used to generate levels incorporating a variety of constraints, including constraints learned from example levels and constraints provided by a designer. We incorporate a flexible constraint-based approach within the system for ensuring level goals are reachable. Finally, we demonstrate the effectiveness of the system in a variety of games and show applications ranging from infilling and repair to expressive range coverage.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"68 1","pages":"26-36"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v18i1.21944","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
This work describes Sturgeon, a system for tile-based level generation using constraints. We present a small mid-level constraint API that can be instantiated with various low-level solvers, including portfolio solvers. We show how this mid-level API can be used to generate levels incorporating a variety of constraints, including constraints learned from example levels and constraints provided by a designer. We incorporate a flexible constraint-based approach within the system for ensuring level goals are reachable. Finally, we demonstrate the effectiveness of the system in a variety of games and show applications ranging from infilling and repair to expressive range coverage.