Procedural generation of complex stable structures for angry birds levels

Matthew Stephenson, Jochen Renz

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

16 Citations (Scopus)

Abstract

This paper presents a procedural content generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm creates complex stable structures using a variety of 2D objects. These are generated without the aid of pre-defined substructures or composite elements. The structures created are evaluated based on a fitness function which considers several important structural aspects. The results of this analysis in turn affects the likelihood of particular objects being chosen in future generations. Experiments were conducted on the generated structures in order to evaluate the algorithm's expressivity. The results show that the proposed method can generate a wide variety of 2D structures with different attributes and sizes.

Original languageEnglish
Title of host publication2016 IEEE Conference on Computational Intelligence and Games, CIG 2016
PublisherInstitute of Electrical and Electronics Engineers
Number of pages8
ISBN (Electronic)9781509018833
DOIs
Publication statusPublished - Sept 2016
Externally publishedYes
Event2016 IEEE Conference on Computational Intelligence and Games, CIG 2016 - Santorini, Greece
Duration: 20 Sept 201623 Sept 2016

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
Volume0
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289

Conference

Conference2016 IEEE Conference on Computational Intelligence and Games, CIG 2016
Country/TerritoryGreece
CitySantorini
Period20/09/1623/09/16

Keywords

  • Angry Birds
  • Computer games
  • Physics games
  • content generation

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