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Search-based Procedural Content Generation as a Tool for Level Design in Games
Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
2013 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

The aim of this thesis is to evaluate the use of Search-based Procedural Content generation (SBPCG) to help a designer create levels for different game styles. I show how SBPCG can be used for level generation in different game genres by surveying both paper and released commercial solutions. I then provide empirical data by using a Genetic Algorithm (GA) to evolve levels in two different game types, first one being a space puzzle game, and the second a platform game. Constraints from a level designer provide a base to create fitness functions for both games with success. Even though difficulties with level representation make it hard for a designer to work with this technique directly, the generated levels show that the technique has promising potential to aid level designers with their work.

Place, publisher, year, edition, pages
2013. , 12 p.
Keyword [en]
Games, Content Generation, Genetic Algorithms, Evolutionary Computation, Level Generation, Design Tool
National Category
Engineering and Technology
URN: urn:nbn:se:liu:diva-102212ISRN: LIU-IDA/LITH-EX-A--13/063--SEOAI: diva2:676415
Subject / course
Computer and information science at the Institute of Technology
2013-11-22, Alan Turing, Linköping University, Linköping, 13:15 (Swedish)
Available from: 2013-12-09 Created: 2013-12-03 Last updated: 2013-12-09Bibliographically approved

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Lundgren, Jesper
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