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Starting with a primal level structure and a corresponding graph that sketches the user path, our algorithm detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. In addition, the authors present the graph related analysis that support the referred algorithm. Their experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other videogames where similar graph structures can be used.<\/p>","DOI":"10.4018\/ijcicg.2013010104","type":"journal-article","created":{"date-parts":[[2013,9,9]],"date-time":"2013-09-09T08:56:11Z","timestamp":1378716971000},"page":"49-70","source":"Crossref","is-referenced-by-count":0,"title":["Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames"],"prefix":"10.4018","volume":"4","author":[{"given":"Fausto","family":"Mourato","sequence":"first","affiliation":[{"name":"Escola Superior de Tecnologia, Instituto Polit\u00e9cnico de Set\u00fabal, Setubal, Portugal & CITI, Faculdade de Ci\u00eancias e Tecnologia, Universidade Nova de Lisboa, Lisbon, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Fernando","family":"Birra","sequence":"additional","affiliation":[{"name":"CITI, Faculdade de Ci\u00eancias e Tecnologia, Universidade Nova de Lisboa, Lisbon, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Manuel","family":"Pr\u00f3spero dos Santos","sequence":"additional","affiliation":[{"name":"CITI, Faculdade de Ci\u00eancias e Tecnologia, Universidade Nova de Lisboa, Lisbon, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"ijcicg.2013010104-0","unstructured":"Calot, E. 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