6,738 research outputs found
Deriving Quests from Open World Mechanics
Open world games present players with more freedom than games with linear
progression structures. However, without clearly-defined objectives, they often
leave players without a sense of purpose. Most of the time, quests and
objectives are hand-authored and overlaid atop an open world's mechanics. But
what if they could be generated organically from the gameplay itself? The goal
of our project was to develop a model of the mechanics in Minecraft that could
be used to determine the ideal placement of objectives in an open world
setting. We formalized the game logic of Minecraft in terms of logical rules
that can be manipulated in two ways: they may be executed to generate graphs
representative of the player experience when playing an open world game with
little developer direction; and they may be statically analyzed to determine
dependency orderings, feedback loops, and bottlenecks. These analyses may then
be used to place achievements on gameplay actions algorithmically.Comment: To appear at Foundations of Digital Games (FDG) 201
Enhancing automatic level generation for platform videogames
This dissertation addresses the challenge of improving automatic level generation processes for plat-form videogames. As Procedural Content Generation (PCG) techniques evolved from the creation of simple elements to the construction of complete levels and scenarios, the principles behind the generation algorithms became more ambitious and complex, representing features that beforehand were only possible with human design. PCG goes beyond the search for valid geometries that can be used as levels, where multiple challenges are represented in an adequate way. It is also a search for user-centred design content and the creativity sparks of humanly created content.
In order to improve the creativity capabilities of such generation algorithms, we conducted part of our research directed to the creation of new techniques using more ambitious design patterns. For this purpose, we have implemented two overall structure generation algorithms and created an addi-tional adaptation algorithm. The later can transform simple branched paths into more compelling game challenges by adding items and other elements in specific places, such as gates and levers for their activation. Such approach is suitable to avoid excessive level linearity and to represent certain design patterns with additional content richness.
Moreover, content adaptation was transposed from general design domain to user-centred principles. In this particular case, we analysed success and failure patterns in action videogames and proposed a set of metrics to estimate difficulty, taking into account that each user has a different perception of that concept. This type of information serves the generation algorithms to make them more directed to the creation of personalised experiences.
Furthermore, the conducted research also aimed to the integration of different techniques into a common ground. For this purpose, we have developed a general framework to represent content of platform videogames, compatible with several titles within the genre. Our algorithms run over this framework, whereby they are generic and game independent. We defined a modular architecture for the generation process, using this framework to normalise the content that is shared by multiple modules. A level editor tool was also created, which allows human level design and the testing of automatic generation algorithms. An adapted version of the editor was implemented for the semi-automatic creation of levels, in which the designer may simply define the type of content that he/she desires, in the form of quests and missions, and the system creates a corresponding level structure. This materialises our idea of bridging human high-level design patterns with lower level automated generation algorithms.
Finally, we integrated the different contributions into a game prototype. This implementation allowed testing the different proposed approaches altogether, reinforcing the validity of the proposed archi-tecture and framework. It also allowed performing a more complete gameplay data retrieval in order to strengthen and validate the proposed metrics regarding difficulty perceptions
Learning scorecard: Monitor and foster student learning through gamification
This paper presents the Learning Scorecard (LS), a platform that enables students to monitor their learning progress in a Higher Education course during the semester, generating the data that will also support the ongoing supervision of the class performance by the course coordinator. The LS uses gamification techniques to increase student engagement with the course. Business Intelligence best practices are also applied to provide an analytical environment for student and faculty to monitor course performance. This paper describes the initial design of the LS, based on a Balanced Scorecard approach, and the prototype version of the platform, currently in use by graduate and undergraduate students in the fall semester of 2016-2017.info:eu-repo/semantics/publishedVersio
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
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Modeling and formal verification of gaming storylines
Video games are becoming more and more interactive with increasingly complex plots. These plots typically involve multiple parallel storylines that may converge and diverge based on player actions. This may lead to situations that are inconsistent or impassable. Current techniques for planning and testing game plots involve naive means such as text documents, spreadsheets, and critical path testing. Recent academic research [1] [2] [3] examines the design planning problems, but neglect testing and verification of the possible plot lines. These complex plots have thus until now been handled inadequately due to a lack of a formal methodology and tools to support them. In this dissertation, we describe how we develop methods to 1) characterize storylines (SChar), 2) define a storyline description language (SDL), and 3) create a storyline verification tool based in formal verification techniques (StoCk) that use our SDL as input. SChar (Storyline Characterization) help game developers characterize the category of story line they are working on (e.g. linear, branching and plot) through a tool that give a set of guided questions. Our SDL allows its users to describe storylines in a consistent format similar to how they reason about storylines, but in such a way that it can be used for formal verification. StoCk accepts storylines, described in SDL, to be formally verified using SPIN for errors. StoCk is also examined in three common use cases found in the gaming industry used as a tool 1) during storyline creation 2) during quality assurance and 3) during storyline implementation. The combination of SChar, SDL, and StoCk provides designers, writers, and developers a novel methodology and tools to verify consistency in large and complex game plots.Electrical and Computer Engineerin
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