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)

AAAI Conferences 

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.

Duplicate Docs Excel Report

Title
None found

Similar Docs  Excel Report  more

TitleSimilaritySource
None found