Tanagra: Mixed-Initiative Level Design for 2D Platformers

Tanagra is a prototype mixed-initiative design tool for 2D platformer level design, in which a human and computer work together to produce a level. The human designer can place constraints on a continuously running level generator, in the form of exact geometry placement and manipulation of the level’s pacing. The computer can fill in the rest of the level with geometry that guarantees playability, alter existing geometry to meet the new cosntraints, or inform the designer that there is no level that meets their requirements. This work was supervised by Jim Whitehead and Michael Mateas, as part of my PhD work at UC Santa Cruz.

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Publications

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol 3. iss. 3, September 2011. (more…)Read More...

 

Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: An Intelligent Level Design Assistant for 2D PlatformersProceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 – 13. (more…)Read More...

 

Gillian Smith. Human-Computer Collaboration in Level Design for Computer GamesGrace Hopper Celebration of Women in Computing 2011, Portland, OR, November 9 – 11, 2011. (more…)Read More...

 

Gillian Smith, Jim Whitehead, Michael Mateas. Computers as Design Collaborators: Interacting with Mixed-Initiative ToolsWorkshop on Semi-Automated Creativity, co-located with ACM Creativity & Cognition 2011. Atlanta, GA, November 3, 2011. (more…)Read More...

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