Run Music Jump

music-based level generation

I invented a method for generating levels for a platform game so that they are synchronized to a set piece of music.

The levels are created in two distinct stages: First, the music is analysed and machine learning is used to extract the optimal timing for the player-controlled character’s jumps. Then, evolutionary optimization is used to add gameplay elements to the level so that the player is rewarded for following the aforementioned jumps and punished for straying off the path.

draft paper