2 research outputs found
Procedural content generation in gaming via evolutionary algorithms
Dissertation presented as the partial requirement for obtaining a Master's degree in Data Science and Advanced Analytics, specialization in Data ScienceThe aim of this thesis is to investigate the possibility of creating content using the Genetic Algorithms.
To this end a simple system of interconnected algorithms were developed using concepts from Role
Playing Games, specifically Dungeons and Dragons to create game content as characters, quests, and
encounters.
To be able to produce context, subsystems of map, character, quest, and encounter generators were
created. These systems or engines not only define the game space to be populated, but they also
provide each other input to create maps, quests, locations, animals, and events that are sensible and
coherent.
Randomness of the generation was essential as such a variety of noise maps and random number
generation were added to every engine in the system. Layered or singular noise maps allowed for
logical assumptions to be made, like seeing camels in a location with no rain and high temperatures.
With the base truth coming from a random noise map such as danger, civilisation, faction etc., each
system built on top of each other can get more complex.
There are several Genetic Algorithms with custom operators within the system. These algorithms take
their inputs and individuals from the respective engines and tie them all to each other through their
physical coordinates in the gaming space. The most impactful part of these algorithms is the Fitness
Functions defined with concepts from literature or CGI.
The proposed system can populate a game space with elements of desired attributes given the
constraints. The output produced consists of coherently tied story beats with some attributes already
set. Even in this simple level, this can allow not only game designers but anyone who wants to build
any kind of fictional work