Abstract
This paper presents a structure generation algorithm, which converts rough human drawings into stable structures comprising rectangular blocks, suitable for physics-based 2-D environments. Generating viable structures for a physics-based environment imposes many additional requirements above those of most traditional sketch-based domains. Our method is sophisticated enough to deal with these requirements, while still ensuring that the generated structure accurately represents the original sketch. We describe and implement a framework for this process, allowing inexperienced users to create complex structures with ease. Multiple structure possibilities are identified for a single drawing and are then compared based on their similarity to the original sketch using a heuristic value. We evaluate our approach by investigating its ability to replicate structures for the video game Angry Birds, based on human drawn sketches of the original levels.
Original language | English |
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Article number | 8678471 |
Pages (from-to) | 1-10 |
Number of pages | 10 |
Journal | IEEE Transactions on Games |
Volume | 13 |
Issue number | 1 |
DOIs | |
Publication status | Published - Mar 2021 |
Externally published | Yes |
Keywords
- Angry Birds
- level generation
- mixed-initiative
- physics-based games
- procedural content generation