8,447 research outputs found

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Automatic generation of level maps with the do what's possible representation

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what's possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.Final Accepted Versio

    Generating Levels That Teach Mechanics

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    The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International Workshop on Procedural Content Generation (PCG2018

    Using genetic algorithms to find cellular automata rule sets capable of generating maze-like game level layouts

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    The video game industry has grown substantially over the last decade and the quality of video games has also been advancing rapidly. In recent years, video games have been advancing to a point that the increased time required to manually create their content is making this process too costly. This has made procedural content generation a desirable option for game developers due to its speed of generating content, and the variety of content that a single PCG method can produced. The main purpose of this dissertation is to detail a new approach to procedurally generate video game level layouts, and to aid in further research in the area of procedural video game content generation. The new PCG approach investigated and developed in this study combined a genetic algorithm with cellular automata and a maze generation technique into a method for generating game level layouts with desired maze-like properties. The GA in this approach was utilized to evolve CA rules that, when applied to a maze configuration, would produce layouts with desired properties. This research discovered that CA rules could be evolved to generate level layouts with desired properties, and that there were a number of parameters which could affect the layouts these rules produced. These parameters include the number of cell states used in the CA, as well as the CA’s neighbourhood size and the number of times the CA rules were applied to their maze configurations. This research also discovered that the one factor that had the largest impact on the visual aspect of the generated layouts was the chosen chromosome representation

    Modern Trends in the Automatic Generation of Content for Video Games

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    Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications
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