This paper talks about how an algorithm can be used to create an infinite number of levels for an Angry Birds style game from a pool of 12 original assets. This is a particularly interesting read as the physics based nature of the game requires all structures generated from the assets to be structurally sound and be able to support and balance their weight and pieces along with the placement of other assets like occupants and enemies.

Where this paper fall short however is the fact that it is currently impossible to guarantee that all of the levels will be solvable with a restricted number of trials. While they are theoretically possible with an infinite number of tries this limitation could be a major issue for gameplay.

Overall this paper is interesting to me as it presents gameplay artifacts being assembled from a limited library. While procedural game levels are nothing new at this point, having physics based structures created from a limited pool of resources could not only increase scale but also the level of interaction of future games. I am interested in this as it suggests that a more “building block” approach to assets and characters can be implemented to create endless variations in my designs.

Stephenson, M. and Renz, J., 2016, September. Procedural Generation of Levels for Angry Birds Style Physics Games. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference.