This work addresses several questions:
1. Is rhythm-based level generation a feasible approach?
2. Is the rhythm-based method for generating levels a significant improvement over existing approaches?
3. How can human control be exerted over the generated levels?
This work is similar to that of Nelson & Mateas in that its goal is not entirely to replace a human designer but rather to further understanding of deeper issues in level design and provide an “intelligent … design tool to support human … designers.” [6] The deeper issue of level design for platformers that is explored in this paper is the rhythm the player experiences during the course of a level.