Procedural generation of complex stable structures for angry birds levels

Matthew Stephenson, Jochen Renz

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

    17 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
    PublisherIEEE Computer Society
    ISBN (Electronic)9781509018833
    DOIs
    Publication statusPublished - 2 Jul 2016
    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

    Fingerprint

    Dive into the research topics of 'Procedural generation of complex stable structures for angry birds levels'. Together they form a unique fingerprint.

    Cite this