Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games
Summerville, Adam James (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.
Nov-1-2015
- Country:
- North America > United States > California > Santa Cruz County > Santa Cruz (0.04)
- Industry:
- Leisure & Entertainment > Games > Computer Games (1.00)