Online Imitation and Adaptation in Modern Computer Games

Total Page:16

File Type:pdf, Size:1020Kb

Online Imitation and Adaptation in Modern Computer Games University of Paderborn Online Imitation and Adaptation in Modern Computer Games Steffen Priesterjahn Dissertation in Computer Science submitted to the Faculty of Electrical Engineering, Computer Science and Mathematics in partial fulfilment of the requirements for the degree of doctor rerum naturalium (Dr. rer. nat.) Paderborn, December 2007 II Steffen Priesterjahn Knowledge-Based Systems Research Group Department of Computer Science Faculty of Electrical Engineering, Computer Science and Mathematics University of Paderborn D-33095 Paderborn Office: E4.153 E-Mail: [email protected] Phone: ++49 (0)5251-60 3349 Fax: ++49 (0)5251-60 3338 Abstract Commercial computer games have significantly evolved in the recent decade. Current games feature vast and highly detailed virtual environments with realistic physics, complex and highly dynamic gameplay as well as complex multi-player game modes. Therefore, the creation of sophisticated and intelligent game agents that inhabit the game worlds and oppose or collaborate with the player has become a considerable challenge in terms of competitive performance and fast adaptation, but also concerning the believability and human-likeness of the shown behaviour. This thesis gives a general introduction into the field of artificial intelligence in com- puter games and proposes several approaches to create intelligent game characters for a three-dimensional, action-oriented computer game. The focus of these approaches is to create competitive and quickly adapting game agents that show sophisticated, human-like behaviours. To achieve this, the proposed methods are based on the imita- tion of other players and the usage of a population of several agents that collaborate to accelerate the learning process. The foundation of the presented work lies in the util- isation of powerful adaptation and learning techniques like evolutionary algorithms, reinforcement learning and cultural learning. Inhaltsangabe Computerspiele haben sich innerhalb des letzten Jahrzehnts signifikant weiter- entwickelt. Aktuelle Spiele zeigen hochdetaillierte, virtuelle Umgebungen mit realistischen Phyiskeffekten und verfugen¨ uber¨ vielfaltige¨ und hochdynamische Spielmodi. Daruberhinaus¨ ermoglichen¨ viele Spiele die Teilnahme mehrerer Spieler. Aus diesen Grunden¨ ist die Erstellung von konkurrenzfahigen¨ kunstlichen¨ Spielern, die in der Lage sind, sich in der Spielewelt autonom zu bewegen und sich schnell an die menschlichen Spieler anzupassen, eine große Herausforderung. Insbesondere muss dabei nicht nur auf die Performanz der Spieler, sondern auch auf ihre Glaubhaf- tigkeit und menschenahnliche¨ Spielweise geachtet werden. Diese Arbeit bietet eine allgemeine Einfuhrung¨ in das Thema der kunstlichen¨ Intelli- genz fur¨ Computerspiele und stellt verschiedene Verfahren zur automatischen Erstel- lung von intelligenten Spielecharakteren fur¨ ein dreidimensionales Actionspiel vor. Das Hauptaugenmerk dieser Ansatze¨ liegt dabei darin, konkurrenzfahige¨ und schnell lernende Agenten zu erstellen, die fortgeschrittene und menschliche Verhaltenswei- sen zeigen. Um dies zu erreichen, basieren die vorgeschlagenen Methoden auf der Imitation von anderen Spielern und der Ausnutzung einer Population von Agenten, die gemeinsam lernt, um die Lerngeschwindigkeit zu steigern. Das Fundament bilden dabei Adaptions- und Lerntechniken wie evolutionare¨ Algorithmen, Reinforcement Learning und kulturelles Lernen. Acknowledgements Several people have played an important role and have assisted in the creation of this thesis. First and foremost I want to thank my wife Claudia and my son Tobias for their strong support and for providing the distraction and family joy that I needed after long working days. I also which to thank my family for providing me with the support to start a scientific career. In addition, I wish to thank my colleagues at the research group Knowledge-Based Systems at the University of Paderborn. Especially I wish to thank Alexander Weimer, Andreas Goebels and Oliver Kramer, for numerous fruitful discussions and for sharing our visions, as well as my supervisor Prof. Kleine Buning,¨ for giving me a research position and for believing into my topic. I also wish to thank the students that have worked with me and have helped in the development of the used software and the execution of various experiments - especially Matthias Keller as well as Felix Schulte, Raphael Golombek, Christian Ikenmeyer, Markus Happe, Ulrich Scheller and the members of the project group “Cooperative Intelligence”. Steffen Priesterjahn Contents 1 Introduction ...................................................................... 1 Part I Artificial Intelligence & Computer Games 2 An Introduction to Game AI ........................................................ 9 2.1 Basic Terms...................................................................9 2.2 A Taxonomy of Computer Games................................................. 12 2.3 Challenges in Game AI......................................................... 16 3 Methodology ...................................................................... 21 3.1 Evolutionary Computation....................................................... 21 3.2 Imitation & Memetics.......................................................... 30 3.3 Neural Networks............................................................... 35 3.4 Reinforcement Learning......................................................... 40 3.5 Swarm Intelligence............................................................. 48 4 State of the Art .................................................................... 53 4.1 Industry...................................................................... 53 4.2 Science....................................................................... 68 Part II Working with QUAKE III & The CLIENTBOT INTERFACE 5 Working with QUAKE III ........................................................... 89 5.1 Introduction................................................................... 89 5.2 The Alternatives............................................................... 90 5.3 The “Complexity” of QUAKE III................................................. 97 5.4 The Architecture............................................................... 99 5.5 Reengineering the QUAKE III Engine............................................. 101 X Contents 6 The CLIENTBOT INTERFACE ....................................................... 103 6.1 The Architecture............................................................... 103 6.2 Design Principles.............................................................. 104 6.3 The Subinterfaces.............................................................. 106 6.4 The Shared Libraries........................................................... 112 Part III Imitation and Cooperation in QUAKE III 7 Introduction ...................................................................... 121 8 Cooperative Navigation ............................................................ 123 8.1 Basics........................................................................ 123 8.2 The Danger Adaptive Waypoint System............................................ 125 8.3 Results....................................................................... 129 8.4 Conclusion.................................................................... 132 9 Combat: A Learning Problem in QUAKE III ......................................... 133 9.1 Problem Description............................................................ 133 9.2 The Environment Model – Grids & Rules.......................................... 134 9.3 Evolutionary Learning.......................................................... 145 9.4 Reinforcement Learning......................................................... 158 10 Imitation-Based Learning .......................................................... 171 10.1 Imitation-Based Neural Networks................................................. 171 10.2 Imitation-Based Evolutionary Learning............................................ 177 11 Cooperative Imitation-Based Learning ............................................... 187 11.1 Idea & Modelling.............................................................. 188 11.2 Imitation-Based Adaptation...................................................... 191 11.3 Experimental Setup............................................................. 192 11.4 Results....................................................................... 194 11.5 Learning from Scratch.......................................................... 201 11.6 Possible Application Scenario.................................................... 203 11.7 Conclusion.................................................................... 204 Contents XI 12 Conclusion........................................................................ 207 Part IV Appendices A Overview of the mentioned Computer Games ......................................... 213 B Imitation-Based Evolution – All Results .............................................. 221 C Cooperative Imitation-Based Learning – All Results ................................... 235 References ............................................................................ 255 List of Figures ........................................................................ 271 List of Tables ......................................................................... 277 List of Algorithms ....................................................................
Recommended publications
  • THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
    Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least.
    [Show full text]
  • Serious Games Advergaming, Edugaming, Training and More
    Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD.
    [Show full text]
  • Core Techniques and Algorithms in Game Programming
    Core Techniques and Algorithms in Game Programming Core Techniques and Algorithms in Game Programming To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API- specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come. Table of Contents Introduction What You Will Learn What You Need to Know How This Book Is Organized Conventions Chapter 1. A Chronology of Game Programming Phase I: Before Spacewar Phase II: Spacewar to Atari Phase III: Game Consoles and Personal Computers Phase IV: Shakedown and Consolidation Phase V: The Advent of the Game Engine Phase VI: The Handheld Revolution Phase VII: The Cellular Phenomenon Phase VIII: Multiplayer Games In Closing Chapter 2.
    [Show full text]
  • Game Engine Architecture
    Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of
    [Show full text]
  • System Tools Reference Manual for Filenet Image Services
    IBM FileNet Image Services Version 4.2 System Tools Reference Manual SC19-3326-00 IBM FileNet Image Services Version 4.2 System Tools Reference Manual SC19-3326-00 Note Before using this information and the product it supports, read the information in “Notices” on page 1439. This edition applies to version 4.2 of IBM FileNet Image Services (product number 5724-R95) and to all subsequent releases and modifications until otherwise indicated in new editions. © Copyright IBM Corporation 1984, 2019. US Government Users Restricted Rights – Use, duplication or disclosure restricted by GSA ADP Schedule Contract with IBM Corp. Contents About this manual 17 Manual Organization 18 Document revision history 18 What to Read First 19 Related Documents 19 Accessing IBM FileNet Documentation 20 IBM FileNet Education 20 Feedback 20 Documentation feedback 20 Product consumability feedback 21 Introduction 22 Tools Overview 22 Subsection Descriptions 35 Description 35 Use 35 Syntax 35 Flags and Options 35 Commands 35 Examples or Sample Output 36 Checklist 36 Procedure 36 May 2011 FileNet Image Services System Tools Reference Manual, Version 4.2 5 Contents Related Topics 36 Running Image Services Tools Remotely 37 How an Image Services Server can hang 37 Best Practices 37 Why an intermediate server works 38 Cross Reference 39 Backup Preparation and Analysis 39 Batches 39 Cache 40 Configuration 41 Core Files 41 Databases 42 Data Dictionary 43 Document Committal 43 Document Deletion 43 Document Services 44 Document Retrieval 44 Enterprise Backup/Restore (EBR)
    [Show full text]
  • An Embeddable, High-Performance Scripting Language and Its Applications
    Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software
    [Show full text]
  • 5 Game Development Slides
    : requirements elicitation Video Game Development by ian kabeary, franky cheung, stephen dixon, jamie bertram, marco farrier 1 2 the process of requirements elicitation for game development is unlike that of any other type of software. topics (some) requirements developers have to deal with how they deal with them must be fun have surround how requirements have changed over the years sound can’t be boring have good graphics be fun 4 years from now have plot twists add character development have long, detailed levels http://www.wallpaperspictures.net/image/lost-in-a-dense-fog-wallpaper-for-1920x1440-545-4.jpg 3 4 must be fun have surroun d soun d these are vague, yet very important to the end users of can’t be the system, and cannot be discarded by developers. [1] boring have good so what can be done? graphics be fun 4 years from now have plot twists add character development developers can attempt to create new gameplay experiences http://cdn.digitaltrends.com/wp-content/uploads/2010/12/portal_mirror-2.jpg http://4.bp.blogspot.com/-SzkHfVP1Lig/TyMgyWmbBHI/AAAAAAAAD3M/ItQVnEJjw_E/s1600/PokemonRed_Nintendo_GameBoy_005a.jpg 5 have long, detailed levels 6 some statistics • Pokémon Red, Blue, Green sold 20.08 million, worldwide • Pokémon FireRed, LeafGreen sold 11.18 million, worldwide • Other derivatives, (like Gold, Silver, Ruby, Sapphire, Crystal, Emerald, Diamond, Pearl) sold a total of approximately 48.6 million, worldwide. or, refine existing (successful) concepts into a new game. http://cdn3.digitaltrends.com/wp-content/uploads/2011/04/portal-2-review.jpg http://vgsales.wikia.com/wiki/Pokemon http://www.easybizchina.com/picture/product/200911/04-54a30540-67b0-49f3-8af3-38f0f95b2e78.jpg http://4.bp.blogspot.com/-VrKGuN_pMOY/TjPql78UI9I/AAAAAAAAATg/rcI3edZvYr8/s1600/iStock_money+tree.jpg 7 8 over the years, consumer expectations have what made mario popular? changed.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • GAMES FUNDING GUIDE1 INTRODUCTION Media Deals Which Focuses on the Creative Sector with a Strong Interest in Video Gaming
    GAMES GUIDE2016 GAMES FUNDING GUIDE1 INTRODUCTION Media Deals which focuses on the creative sector with a strong interest in video gaming. Video games are a growing cultural force and It is only intended to be the latest version of this many countries and private coperations have guide, not a definitive one, since with each year decided to establish measures to help with their new funding opportunities are established and we development, production, marketing and distribu- will update the guide accordingly. As such this is a tion. work in progress. We want to warn potential read- ers that all the categories of investors presented In 2015, with more than €19 billion of revenues in this brochure are not exhaustive. the Chinese gaming market, closely followed by The guide is structured into four major parts: the United States, was ranked at the 1st place in Video games projects funding, Video games the world. Over the same period Germany, United investment funding, Financial Services dedicated Kingdom and France were respectively the 5th, to video game companies and Fiscal tools for 6th and 7th largest video game markets. In com- video games. These parts might be seperated into parison with China, the aggregate gaming mar- smaller categories and are than sorted by country ket value of United Kingdom, Germany, France, in alphabetical order. Spain and Italy amounted to €11,35 billion in 2015. According to the Newzoo’s video games re- We have made this guide because there was both port in April 2016, the global game market should a need and a demand on the part of the game generate a total of $99,6 billion (€89 billion) in rev- developers all over Europe for a one-stop list of enues in 2016, up 8.5% compared to 2015.
    [Show full text]
  • Colin Morrison's Standard Resume
    The Hague, The Netherlands Colin Morrison [email protected]| LinkedIn.com/in/cewmorrison | colin-morrison.com F R E E L A NCE A self-motivated creative professional with a strong solid background in video game art production, ART DIRECTOR having worked at major companies including Sony Entertainment, Sumo Digital, Kuju, Miniclip, and & AN IM AT O R Relentless. Personable and able to provide mentorship, leadership, and cross-functional collaboration. Strong organisational skills and attention to detail. Versatile and autonomous; able to work individually or in a team environment. Core Competencies • Art Direction • Post-Production • Project Planning • Game Art Creation • Graphic & Motion Design • Interaction Design • Planning & Conceptual Design • Project Management • Character Animation • 3D Environment Design • Character Creation • Employee Management & Mentorship C R E A T I VE Contract Character Animator – Otherworld Heroes (Mobile AR) Bublar, Closed Beta Release 2019 CONTRIBUTIONS Contract Character Animator - Glowing Gloves (Mobile AR) Bublar, 2018 Contract Character Animator - Mars1001 – (Planetarium Film) Mirage3D, 2018 Art & Production Consultant, Simulation Crew (PC) Simulation Crew, 2018 Contract Character Artist/Animator - Nike Kinect Training (Xbox 360) Microsoft Games Studio, 2012 Contract Character Artist/Animator - Aragorn's Quest – Headstrong (PS3, Wii) Warner Brothers, 2010 Contract Character Artist/Animator - Galactic Taz Ball (NDS) Warner Brothers, 2010 Contract Character Artist/Animator - LIT – (Nintendo Wiiware)
    [Show full text]
  • Investigating Steganography in Source Engine Based Video Games
    A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games.
    [Show full text]
  • Desarrollo De Un Prototipo De Videojuego
    UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo.
    [Show full text]