What is it about?
This was a poster submission to ACM CHI PLAY 2015 explaining my use of statistical data for procedural content generation to extend an existing set of levels for a modular board game, specifically the DOOM Board Game by Fantasy Flight Games. Stochastic analysis techniques were adopted from musical composition research and applied to level generation, giving promising results in terms of spatial consistency of the generated levels in comparison to the existent set of six levels provided with the game.
Featured Image
Why is it important?
The contribution is the use of procedural content techniques in the field of analog board games.
Perspectives
Read the Original
This page is a summary of: Generating Consistent Game Levels, January 2015, ACM (Association for Computing Machinery),
DOI: 10.1145/2793107.2810301.
You can read the full text:
Contributors
The following have contributed to this page