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Computers 2018, 7(2), 22; https://doi.org/10.3390/computers7020022

Levels for Hotline Miami 2: Wrong Number Using Procedural Content Generations

Artificial Intelligence in Games Development Lab, Innopolis University, Republic of Tatarstan 420500, Russia
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Received: 15 February 2018 / Revised: 29 March 2018 / Accepted: 30 March 2018 / Published: 4 April 2018
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Abstract

Procedural Content Generation is the automatic process for generating game content in order to allow for a decrease in developer resources while adding to the replayability of a digital game. It has been found to be highly effective as a method when utilized in rougelike games, of which Hotline Miami 2: Wrong Number shares a number of factors. Search based procedural content, in this case, a genetic algorithm, allows for the creation of levels which meet with a number of designer set requirements. The generator proposed provides for an automatic creation of game content for a commercially available game: the level design, object placement, and enemy placement. View Full-Text
Keywords: procedural content generation; digital games; genetic algorithms; petri nets procedural content generation; digital games; genetic algorithms; petri nets
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This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).
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Brown, J.A.; Lutfullin, B.; Oreshin, P.; Pyatkin, I. Levels for Hotline Miami 2: Wrong Number Using Procedural Content Generations. Computers 2018, 7, 22.

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