Semi-automated level design via auto-playtesting for handheld casual game creation

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“Semi-automated level design via auto-playtesting for handheld casual game creation” by Edward J. Powley, Simon Colton, Swen Gaudl, Rob Saunders, and Mark J. Nelson. In Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, 2016.

Abstract

We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.

BibTeX entry:

@inproceedings{GamikaLevelDesign:CIG16,
   author = {Edward J. Powley and Simon Colton and Swen Gaudl and Rob
	Saunders and Mark J. Nelson},
   title = {Semi-automated level design via auto-playtesting for handheld
	casual game creation},
   booktitle = {Proceedings of the 2016 IEEE Conference on Computational
	Intelligence and Games},
   year = {2016}
}

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