Procedural Generation and Information Games
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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Papers, Please
Universitätsverlag Potsdam Artikel erschienen in: Jessica Rehse, Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen Didaktische Potenziale digitaler Spielwelten im Leben, aber letztendlich 2020 – 424 S. treffen unsere ISBN 978-3-86956-489-0 Entscheidungen uns.“ DOI https://doi.org/10.25932/publishup-46846 Didaktische Potenziale digitaler Spielwelten Universitätsverlag Potsdam Empfohlene Zitation: Mascha Tobe: Papers, Please, In: Jessica Rehse, Nathanael Riemer (Hrsg.): „Wir alle treffen Entscheidungen im Le- ben, aber letztendlich treffen unsere Entscheidungen uns.“ : Didaktische Potenziale digitaler Spielwelten, Potsdam, Universitätsverlag Potsdam, 2020, S. 307–319. DOI https://doi.org/10.25932/publishup-48578 Soweit nicht anders gekennzeichnet ist dieses Werk unter einem Creative Commons Lizenzvertrag lizenziert: Namensnennung 4.0. Dies gilt nicht für zitierte Inhalte anderer Autoren: https://creativecommons.org/licenses/by/4.0/deed.de Papers, Please Mascha Tobe Steckbrief Altersfreigabe: Ohne USK-Prüfung, PEGI 16 Entwickler: Lucas Pope Publisher: 3909 LLC Erscheinungsjahr: 2013 Genre: Simulation Perspektive: 2D-Ego-Ansicht Plattformen: PC, iOS und PlayStation Vita Geeignet für: Moralische Verantwortung des Einzelnen; Wert des Individuums; totalitäre Systeme, ihre Wirkung und Widerstand Fachrelevanz: Philosophie/Ethik; Politik und Ge- schichte; Literatur und Kunst 1 INHALT In Papers, Please schlüpfen die Spielenden in die Rolle eines namenlosen Arbei- ters, der in dem fiktiven totalitären Staat Arstotzka lebt. Jüngst als Gewinner aus der Arbeitslotterie hervorgegangen, wird dieser Arbeiter samt Familie umgesie- delt und an einen Grenzübergang versetzt. Hintergrund dessen ist eine kürzlich erfolgte Grenzöffnung, die die Besetzung neuer Stellen nötig macht. Welcher Tä- tigkeit der Protagonist vor dieser Versetzung nachging, erfahren die Spielenden nicht. -
Procedural Generation of a 3D Terrain Model Based on a Predefined
Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017. -
Procedural Generation of Content in Video Games
Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken. -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Realistic Dialogue Engine for Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 1-5-2014 12:00 AM Realistic Dialogue Engine for Video Games Caroline M. Rose The University of Western Ontario Supervisor Mike Katchabaw The University of Western Ontario Graduate Program in Computer Science A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Science © Caroline M. Rose 2014 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Artificial Intelligence and Robotics Commons Recommended Citation Rose, Caroline M., "Realistic Dialogue Engine for Video Games" (2014). Electronic Thesis and Dissertation Repository. 2652. https://ir.lib.uwo.ca/etd/2652 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. REALISTIC DIALOGUE ENGINE FOR VIDEO GAMES (Thesis format: Monograph) by Caroline M. Rose Graduate Program in Computer Science A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Caroline M. Rose 2015 Abstract The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. -
Management Board Report on Cd Projekt Capital Group and Cd Projekt S.A
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP AND CD PROJEKT S.A. ACTIVITIES IN 2018 2 Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. This report on the activities of the CD PROJEKT Capital Group and CD PROJEKT S.A. contains important supplementary information related to the separate financial statement of CD PROJEKT S.A. Due to the fact that the activities and separate financial statement of CD PROJEKT S.A. have a dominant influence upon the activities and consolidated financial statement of the CD PROJEKT Capital Group, information contained in further parts of this report shall apply to the consolidated financial statement of the Group insofar as it describes the activities and results of CD PROJEKT S.A. Management Board report on CD PROJEKT Capital Group and CD PROJEKT S.A. activities for the period between 1 January and 31 December 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Esteemed Shareholders, In the past year we busied ourselves with laying further foundations for the Group’s future. The year also represented the first major test for Cyberpunk 2077. The most important test was the launch of the game’s promotional campaign. The global release of a Cyberpunk trailer marked the culmination of the Xbox platform conference which immediately preceded the opening of the E3 fair. -
Procedural Generation
Procedural Generation Kaarel T~onisson 2018-04-20 Kaarel T~onisson Procedural Generation 2018-04-20 1 / 37 Contents I Procedural generation overview I Development-time generation I Execution-time generation I Noise-based techniques I Perlin noise I Simplex noise I Synthesis-based techniques I Tiling I Image quilting I Deep learning I Procedural content generation I Early history I Case study: Minecraft Kaarel T~onisson Procedural Generation 2018-04-20 2 / 37 What is procedural generation? I Method of creating something algorithmically I As opposed to creating something manually I Few inputs can generate many different outputs I One seed number can generate a unique world Kaarel T~onisson Procedural Generation 2018-04-20 3 / 37 Where can procedural generation be used? In theory I Every field of creative development I Textures I Models (characters, trees, equipment) I Worlds (terrain geometry, object placement) I Item parameters I Stories and history I Sound effects and music Kaarel T~onisson Procedural Generation 2018-04-20 4 / 37 Where is it actually used? In practice I Often: Extent is limited I Most assets are made by hand I Procedural parts are edited by hand I Sometimes: Heavily reliant on procedural generation I Certain games I Size-limit challenges Kaarel T~onisson Procedural Generation 2018-04-20 5 / 37 When is generation performed? (Option 1) During development I Asset is generated, then enhanced by hand I Examples: I Algorithm generates terrain, developer adds objects and detail I Algorithm generates basic texture, developer adds -
Procedural Generation of Content for Online Role Playing Games
PROCEDURAL GENERATION OF CONTENT FOR ONLINE ROLE PLAYING GAMES Jonathon Doran Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Ian Parberry, Major Professor Armin Mikler, Committee Member Robert Renka, Committee Member Robert Akl, Committee Member Barrett Bryant, Chair of the Department of Computer Science and Engineering Costas Tsatsoulis, Dean of the College of Engineering Mark Wardell, Dean of the Toulouse Graduate School Doran, Jonathon. Procedural Generation of Content for Online Role Playing Games. Doctor of Philosophy (Computer Science and Engineering), August 2014, 132 pp., 10 tables, 33 figures, 92 numbered references. Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation, something which cannot be done with current techniques. Using developers to create rules and assets for a content generator instead of creating content directly will lower development costs as well as reduce the development time for new game content to seconds rather than days. This work is part of the field of computational creativity, and involves the use of computers to create aesthetically pleasing game content, such as terrain, characters, and quests. -
Toward a Deeper Understanding of Branching Dialogue Systems
TOWARD A DEEPER UNDERSTANDING OF BRANCHING DIALOGUE SYSTEMS LEANNE C. TAYLOR-GILES BFA (Creative Writing Production) Submitted in partial fulfilment of the requirements for the degree of Masters by Research. CREATIVE INDUSTRIES FACULTY QUEENSLAND UNIVERSITY OF TECHNOLOGY 2014 Leanne C. Taylor-Giles -- Understanding Branching Dialogue Systems Keywords Agency; branching dialogue systems; conversation architecture; creative writing; critical path; emergent narrative; emotional interface; immersion; interaction design; interactive narrative; literary criticism; narrative design; player character; practice-led; roleplaying video games; writing for video games. 2 – Creative Industries, QUT Understanding Branching Dialogue Systems – Leanne C. Taylor-Giles Abstract This exegesis addresses the concept of writing for video games, and specifically the branching dialogue systems available within contemporary roleplaying video games. It suggests a taxonomy for the critique of interactive narratives, and seeks to answer the question of whether branching dialogues may be separated from their medium in order to apply more traditional methods of literary criticism. The exegesis covers the critique of four contemporary roleplaying video games that are rated as the ‘best’ from among the offerings of the current video game development industry. It also examines the author’s personal works from both an internal and external standpoint, to further elucidate the aspects of writing for branching dialogues and interactive media that have yet to be discussed from a practitioner’s point of view within an academic context. As a conclusion, the exegesis presents a final project aimed at supporting the reflections and discoveries made throughout, providing a first-hand look at a game writer’s unedited creative process and the methods by which greater interactivity with non-player characters may be achieved. -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers.