Tanagra: An Intelligent Level Design Assistant for 2D Platformers
Smith, Gillian (University of California, Santa Cruz) | Whitehead, Jim (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
We use a reactive planning language, ABL (Mateas and Stern 2002), to easily express hierarchical patterns of Creating a good level is a time consuming and iterative geometry that can be incorporated into the level, and also process: designers will typically play a level themselves a monitor and react to designer changes. The geometric number of times before showing it to anyone else, simply relationships between level components are given to a to check that it is playable and meets their expectations constraint solver, Choco (Choco Team 2008), as a set of (Castillo and Novak 2008). Making a change to a small constraints that must be satisfied, thus ensuring that the section of a level, such as moving a single piece of generator will never produce an unplayable level. A geometry, can have a wide impact and require much of the diagram desc rastructure is shown in rest of the level to be modified as well.
Oct-10-2010
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