Music-Based Procedural Content Generation for Games
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Analysis and Development of a Game of the Genre Roguelike
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE INFORMÁTICA CURSO DE CIÊNCIA DA COMPUTAÇÃO CIRO GONÇALVES PLÁ DA SILVA Analysis and Development of a Game of the Roguelike Genre Final Report presented in partial fulfillment of the requirements for the degree of Bachelor of Computer Science. Advisor: Prof. Dr. Raul Fernando Weber Porto Alegre 2015 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL Reitor: Prof. Carlos Alexandre Netto Vice-Reitor: Prof. Rui Vicente Oppermann Pró-Reitor de Graduação: Prof. Sérgio Roberto Kieling Franco Diretor do Instituto de Informática: Prof. Luís da Cunha Lamb Coordenador do Curso de Ciência da Computação: Prof. Raul Fernando Weber Bibliotecária-Chefe do Instituto de Informática: Beatriz Regina Bastos Haro ACKNOWLEDGEMENTS First, I would like to thank my advisor Raul Fernando Weber for his support and crucial pieces of advisement. Also, I'm grateful for the words of encouragement by my friends, usually in the form of jokes about my seemingly endless graduation process. I'm also thankful for my brother Michel and my sister Ana, which, despite not being physically present all the time, were sources of inspiration and examples of hard work. Finally, and most importantly, I would like to thank my parents, Isabel and Roberto, for their unending support. Without their constant encouragement and guidance, this work wouldn't have been remotely possible. ABSTRACT Games are primarily a source of entertainment, but also a substrate for developing, testing and proving theories. When video games started to popularize, more ambitious projects demanded and pushed forward the development of sophisticated algorithmic techniques to handle real-time graphics, persistent large-scale virtual worlds and intelligent non-player characters. -
FULLTEXT01.Pdf
Abstract Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2D Roguelike game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it. Keywords: Procedural content generation, PCG, Game Bits, Game User Experience, Roguelike. Table of Contents 1. Introduction 1 2. Background 2 2.1 Procedural Content Generation 2 2.2 PCG Methods 3 2.3 Layers of Game Content 4 2.4 PCG in games 5 2.5 Roguelikes 6 2.6 User Experience (UX) and Game User Experience 7 2.7 Color and emotion 10 2.8 Related studies 10 3. Problem 12 3.1 Method 13 3.2 Ethical considerations 15 4. The game prototype 16 4.1 Core mechanics and User Interface 16 4.2 Environment 18 4.3 Enemies 19 4.4 Environmental objects 22 5. Results and analysis 23 5.1 Participants and their background 23 5.2 General impression of the game 24 5.3 Enjoyment 25 5.4 Frustration 27 5.5 Replayability 28 5.6 Environment and aesthetic value 30 5.7 Analysis 32 6. -
The Living Dungeon: Space, Convention, and Reinvention in Dungeon Games
The Living Dungeon: Space, Convention, and Reinvention in Dungeon Games by Zachary Selman Palmer thesis submitted in partial fulfillment of the requirements for the degree of #aster of rts Department of Digital Humanities %niversity of lberta & Zachary Selman Palmer, 2019 Abstract cross digital and tabletop gaming, the ‘dungeon’ has been a generic setting with enduring popularity for decades. staple of games of medieval fantasy-themed adventure, the traditional dungeon is a subterranean labyrinth full of monsters, traps, and treasures into which brave or foolish adventurers face danger for glory or gold. This thesis recogni0es ‘the dungeon’ as it relates to game production and game culture as a peculiarly rich spatial concept. Through this work, I ans-er ans-ering not just “-hat is a dungeon?6 – but, more provocatively, “-hat could be a dungeon?6 or 4-hat does a dungeon do56 Ultimately, I argue the dungeon operates much like a genre, establishing a commonly-understood range of expectations for game creators and a comfortable range of expectations for game audiences and providing opportunities for subversion. I turn to game studies, implementation of genre as more than a taxonomic label, but a communication tool that provides a range of predictable expressions and experiences for creators and audiences that also creates the possibility for subversion. I argue that the dungeon convention provides much the same advantages of a genre to game creators and game audiences. s a dungeon is a convention of space and not a cultural work in itself, my understanding of genre is supplemented by an understanding of space as actively and culturally constructed through human action. -
OPTIMIZING PROCEDURALLY GENERATED COOPERATIVE MULTIPLAYER GAME LEVELS by Justin Heffron
OPTIMIZING PROCEDURALLY GENERATED COOPERATIVE MULTIPLAYER GAME LEVELS by Justin Heffron A Thesis Submitted to the Faculty of Purdue University In Partial Fulfillment of the Requirements for the degree of Master of Science Department of Computer Graphics Technology West Lafayette, Indiana August 2020 THE PURDUE UNIVERSITY GRADUATE SCHOOL STATEMENT OF COMMITTEE APPROVAL Dr. Christos Mousas, Chair Department of Computer Graphics Technology Dr. David Whittinghill Department of Computer Graphics Technology Dr. Tim McGraw Department of Computer Graphics Technology Approved by: Nicoletta Adamo-Villani 2 TABLE OF CONTENTS LIST OF TABLES...........................................................................................................................3 LIST OF FIGURES.........................................................................................................................4 ABSTRACT....................................................................................................................................6 CHAPTER 1. INTRODUCTION....................................................................................................7 1.1 Problem Statement.................................................................................................................7 1.2 Research Question.................................................................................................................8 1.3 Research Significance............................................................................................................8 -
ROOM GENERATION, REMOVAL, and RECOVERY in UDK 3.5 Scott Ohnsonj Clemson University, [email protected]
Clemson University TigerPrints All Theses Theses 12-2013 ROOM GENERATION, REMOVAL, AND RECOVERY IN UDK 3.5 Scott ohnsonJ Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_theses Part of the Computer Sciences Commons Recommended Citation Johnson, Scott, "ROOM GENERATION, REMOVAL, AND RECOVERY IN UDK 3.5" (2013). All Theses. 1774. https://tigerprints.clemson.edu/all_theses/1774 This Thesis is brought to you for free and open access by the Theses at TigerPrints. It has been accepted for inclusion in All Theses by an authorized administrator of TigerPrints. For more information, please contact [email protected]. ROOM GENERATION, REMOVAL, AND RECOVERY IN UDK 3.5 A Thesis Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements for the Degree Master of Arts Digital Production Arts by Scott M. Johnson December 2013 Accepted by: Dr. Brian A. Malloy, Committee Chair Dr. Sophie Jörg Dr. Joshua A. Levine Abstract This paper explores algorithms and techniques for creating an extended game world that represents a radical departure from the widely used static content in current use with most games featuring procedurally generated game worlds. Using the Unreal Development Kit 3.5 game engine and focusing on a small set of rooms and doors the research sets to create a game world that is in constant flux and addresses issues of game development limitations on the size of game worlds. ii Table of Contents Page Abstract ......................................... ii List of Figures ..................................... v 1 Introduction and Motivation ........................... 1 2 Background ..................................... 5 2.1 Games and Grids . -
Procedural Generation of Three-Dimensional Game Levels with Interior Architecture
Procedural Generation of Three-Dimensional Game Levels with Interior Architecture by William Hamilton A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Information Technology in Digital Media Carleton University Ottawa, Ontario Copyright © 2019 William Hamilton Abstract Procedural Content Generation can help game developers by automating the creation of content that is costly and tedious to develop by hand. We present a system to generate 3D game levels based on interior spaces such as buildings and dungeons. Our system generates individual rooms by using a shape grammar to recursively subdivide rectangular blocks. Multiple rooms can be joined to form a larger level layout. Our system searches for a good layout based on a fitness function specified by a human designer. We tested three search algorithms for this purpose and found that in almost all cases an evolutionary algorithm produced the best results. Once a level layout has been selected, architectural details are added to the layout by placing modular meshes such as columns and wall segments. The final level can be loaded in Unreal Engine 4, a widely used game engine. ii Preface Looking back on all I have done, I cannot help but feel like one who set out with a flimsy piece of chain and the naïve intention of subduing a terrible whirlwind. Far from capturing it, I was seized by its great force and borne hither and thither before at last being deposited far from where I began. All that I have managed to grasp seems like a thin wisp of cloud, insignificant compared to the mighty forms of darkly intimated heavenly beings I beheld in the clutches of the storm.