Automatic Generation of Level Maps with the Do What's Possible Representation
This work addresses automatic content generation for level maps, presenting an incremental improvement with variations and algorithmic enhancements.
The study tackled automatic generation of open-ended level maps using the 'do what's possible' representation, resulting in a scalable system where generation can continue indefinitely, with an evolutionary algorithm optimized through parameter studies to locate high-quality map generators.
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high-quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.