When you choose two level generators you'd like to see combined, the tool chooses a random grab of agents from each generator, and combines them into a new one. With just a dozen or so of these agents you can describe a wide variety of level generators. The agents have lots of parameters that describe their behaviour, such as how often they act on the level, an area they randomly spawn in, how they move across the level, and what tiles they dropIf you want to see a complete description of the agents, there's a very clear breakdown in the paper itself. Before generation, the level is a blank white canvas, and the agents are set out at different times to lay tiles into the level - in this case, things like coins, platforms or breakable blocks. Each agent is like a robot with a particular set of instructions attached to it. The procedural procedural tool uses agents to generate their levels. To understand why this works, and how these weird patterns you can see in the image above come out, let's look at how these level generators are described. You can also select two generators to combine together, to try and mix features that you like into a single generator. If you select one of these level generators, you can see a generated level in more detail - even playing one out yourself to see what kind of output it provides. It's surprisingly effective - you can see generators that repeat particular patterns (such as rising and falling sections of blocks) as well as see which level generators are more chaotic, or that feature lots of detail at different parts of a level. How do you 'look' at a level generator, though? The image above shows how - the tool generates lots of levels from a single generator, and then lays them on top of each other, averaging out all the colours representing each type of tile.
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