Tile-Based Method for Procedural Content Generation
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Tile-based Method for Procedural Content Generation Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By David Maung Graduate Program in Computer Science and Engineering The Ohio State University 2016 Dissertation Committee: Roger Crawfis, Advisor; Srinivasan Parthasarathy; Kannan Srinivasan; Ken Supowit Copyright by David Maung 2016 Abstract Procedural content generation for video games (PCGG) is a growing field due to its benefits of reducing development costs and adding replayability. While there are many different approaches to PCGG, I developed a body of research around tile-based approaches. Tiles are versatile and can be used for materials, 2D game content, or 3D game content. They may be seamless such that a game player cannot perceive that game content was created with tiles. Tile-based approaches allow localized content and semantics while being able to generate infinite worlds. Using techniques such as aperiodic tiling and spatially varying tiling, we can guarantee these infinite worlds are rich playable experiences. My research into tile-based PCGG has led to results in four areas: 1) development of a tile-based framework for PCGG, 2) development of tile-based bandwidth limited noise, 3) development of a complete tile-based game, and 4) application of formal languages to generation and evaluation models in PCGG. ii Vita 2009................................................................B.S. Computer Science, San Diego State University, San Diego, CA 2010................................................................Graduate Research Associate, Advanced Center for Computer Art and Design, The Ohio State University, Columbus, OH 2012-2013 ......................................................Intern, Battelle Research Institute, Columbus, OH 2013-2014 ......................................................Graduate Research Associate, Department of Computer Science and Engineering, The Ohio State University, Columbus, OH 2015-2016 ......................................................Graduate Teaching Associate, Department of Computer Science and Engineering, The Ohio State University, Columbus, OH iii Publications Maung, D.; Crawfis, R. “Applying Formal Picture Languages to Procedural Content Generation”, CGAMES 2015. (IEEE TCIM Best Paper) Maung, D.; Crawfis, R.; Gauthier, L.; Worthen-Chaudhari, L.; Lowes, L.; Borstad, A.; McPherson, R.; Grealy, J.; Adams, J. "Development of Recovery Rapids - A Game for Cost Effective Stroke Therapy", Foundations of Digital Games (FDG), 2014, 3-5 April Maung, D.; Crawfis, Roger; Gauthier, Lynne V.; Worthen-Chaudhari, Lise; Lowes, Linda P.; Borstad, Alex; McPherson, Ryan J.; "Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures", Foundations of Digital Games (FDG), 2013, 14-17 May Maung, D.; Shi, Y.; Crawfis, R.; "Procedural Textures Using Tilings With Perlin Noise", Computer Games (CGAMES), 2012 17th International Conference on , 30 July-2 Aug 2012 Liang, J.; Fuhry, D.; Maung, D; Crawfis, R; Gauthier, L; Nandi, A; Parthasarathy, S. “Data Analytics Framework for A Game-based Rehabilitation System”, SDM Workshop on Data Mining, Vancouver, CA. April 2015. Gauthier, L., Borstad, A., Lowes, L., Worthen-Chaudhari, L., Crawfis, R., Jaffe, J., & Maung, D. (2014). Delivery of Constraint-Induced Movement Therapy Through a Video Game: a Pilot Study in Stroke. Archives of Physical Medicine and Rehabilitation, 10(95), e8-e9. Fields of Study Major Field: Computer Science and Engineering iv Table of Contents Abstract ............................................................................................................................... ii Vita ..................................................................................................................................... iii List of Tables ...................................................................................................................... x List of Figures .................................................................................................................... xi Chapter 1. Introduction ....................................................................................................... 1 Chapter 2. Related Work..................................................................................................... 5 Chapter 3. A Tile-based Framework for Generating Procedural Terrains for Video Games ........................................................................................................................................... 16 Introduction ................................................................................................................... 16 Tiles and Tilings ........................................................................................................ 17 Advantages of tile-based terrain generation. ............................................................. 29 Tile-based framework ................................................................................................... 29 Requirements for a tile-based framework ................................................................. 29 Introducing a use case ................................................................................................ 30 Tiles ............................................................................................................................... 31 v Race Track Tiles ........................................................................................................ 34 Tile Sets ......................................................................................................................... 39 Race Track Tile Sets .................................................................................................. 41 Tilings............................................................................................................................ 45 Race Track Tiling ...................................................................................................... 50 Results ........................................................................................................................... 56 Chapter 4. Procedural Textures Using Tilings with Perlin Noise ..................................... 57 Related Work................................................................................................................. 57 Noise Tiles..................................................................................................................... 60 Constructing Noise Tiles ............................................................................................... 64 Turbulence Tiles ........................................................................................................ 66 Varying Frequencies .................................................................................................. 68 Implementation.............................................................................................................. 68 Noise Tiles ................................................................................................................. 68 Turbulence Tiles ........................................................................................................ 70 Varying Frequency Tiles ........................................................................................... 72 Marble ........................................................................................................................ 73 Wood ......................................................................................................................... 73 vi Chapter 5. Development of Recovery Rapids – A Game for Cost Effective Stroke Therapy ............................................................................................................................. 76 Requirements for Gamified CI Therapy........................................................................ 78 Assessment .................................................................................................................... 80 Target Audience ............................................................................................................ 80 Platform ......................................................................................................................... 81 Restraint Mitt ............................................................................................................. 82 Kinect One ................................................................................................................. 82 Game Mechanics ........................................................................................................... 83 Transfer Package ........................................................................................................... 90 Acknowledgements ....................................................................................................... 91 Chapter 6. Implementation of Recovery Rapids ............................................................... 93 Procedural River ............................................................................................................ 93 Procedural Maze ............................................................................................................ 94 Tree Placement .............................................................................................................