Procedural Content Generation - Cornell University...Procedural Content Generation Interesting for...
Transcript of Procedural Content Generation - Cornell University...Procedural Content Generation Interesting for...
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CS/INFO 4154:Analytics-driven Game Design
Procedural Content Generation
Class 13:
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Procedural Content Generation Interesting for both programming and design
Source: Mojang
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Today you will learn Two bread-and-butter techniques
Perlin Noise Grammars
How Minecraft’s terrain generation works*
*to the extent that has been discussed publicly
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Outline History Techniques for Aesthetics Techniques for Structure
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Outline History Techniques for Aesthetics Techniques for Structure
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Rogue (1980)
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1980 – 1996 A bunch of games I’ve never played
Nethack (1987)
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Diablo I - III (1996, 2002, 2012)
Source: www.dlcompare.com
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Spore (2008)
Source: spore.wikia.com
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Spore (2008)
Source: spore.wikia.com
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Spore (2008)
Hecker et al. SIGGRAPH 2008
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Spelunky (2008)
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Elder Scrolls V: Skyrim (2011)
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FTL (2012)
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Clicker Heroes (2014)
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Infinite Mario (2008)
Markus Persson
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Minecraft (2009)
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Challenges
“You’ve just taken a really hard problem and made it harder”
Source: spore.wikia.com
Kate Compton, who worked on Spore
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Challenges Good? Fun? Beatable? Consistent? Is it always acceptable? Interesting? As good as human-designed content?
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Outline History Techniques for Aesthetics Techniques for Structure
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Pair discussion: Aesthetics Describe this scene
What is in it? How is it organized?
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Idea: Random mountains
Ugly Unstructured
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Actual surface of the earth
Source: Google maps
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Management of Randomness
more random
more structured
Random numbers
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Management of Randomness
more random
more structured
Perlin Noise
Random numbers
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Perlin Noise
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Perlin Noise Mountains
Source: Giliam de Carpentier
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2D mountains
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How to make 3D mountains?
Source: Mojang
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How to make 3D mountains?
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Idea: do this on a grid
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Step 1: Random gradients
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Step 2: Slopes as vectors
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Step 3: Pick a target point
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Step 4: Isolate local vectors
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Step 5: Get vectors to target point
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Step 5: Vectors to target point
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Step 5: Vectors to target point
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Step 6: Dot products
0
0 .6
.3
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Step 7: Interpolate
0
0 .6
.3
.15
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Minecraft with pure Perlin Noise
Source: http://blog.movingblocks.net/2011/06/11/goodbye-perlin-noise-2d-perlin-noise-3d/
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Comparison?
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Other problem: periodicity
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Solution: Octaves
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Octaves
https://www.redblobgames.com/maps/terrain-from-noise/
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Outline History Techniques for Aesthetics Techniques for Structure
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Returning to Spelunky
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Review: design patterns
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Pair activity: what makes a maze valid?
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Constraints must have an entrance must have an exit must have a path to get to the exit cells have four walls walls can be open or closed exterior walls (except entrance/exit) must be closed can get from cell to adjacent cell if wall is open
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Management of Randomness
more random
more structured
Perlin Noise
Random numbers
Grammars
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Grammars
S → a a
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Grammars
S → a | b ab
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Grammars
S → Sb | aSSbSbbabb
S → SbS → SbS → Sa
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Grammars
S → Sb | a aababbabbb
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Grammars
S → aScS → b
abcaabcc
aaabccc
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Individual Check
S → X | YX → XX | abY → YY | bc
ababababbcbc
bcbcbcbcbc
NOT: ababbc
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Shape Grammar
A
B
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Shape Grammar
B
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Shape Grammar
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Spelunky Level Generation
Source: Derek Yu
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Spelunky Level Generation
Source: Derek Yu
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Spelunky Level Generation
Source: Derek Yu
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Spelunky Level Generation
Source: Derek Yu
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Spelunky Level Generation
Source: Derek Yu
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Spelunky Level Generation
Source: Derek Yu
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Problem with grammars
Source: Derek Yu
Individual cells don’t really know about each other
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Zelda: Twilight Princess
Source: ZorZelda Youtube
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Missions
Dormans et al. FDG 2010
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Graph Grammars
Dormans et al. FDG 2010
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Level Task
Task Task Task
Dormans et al. FDG 2010
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Key DoorTask
Dormans et al. FDG 2010
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Key Door
KeyDoor
Key
Dormans et al. FDG 2010
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Dormans et al. FDG 2010
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How to get this into a space?
Dormans et al. FDG 2010
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Idea: combine with shape grammar
Dormans et al. FDG 2010
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Dormans et al. FDG 2010
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Dormans et al. FDG 2010
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Returning to Infinite Mario
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Describe this scene
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Management of Randomness
more random
more structured
Perlin Noise
Random numbers
Grammars
Constraint satisfaction
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LaunchPad
Smith et al. TCIAIG 2011
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LaunchPad
Smith et al. TCIAIG 2011
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Management of Randomness
more random
more structured
Perlin Noise
Random numbers
Grammars
Constraint satisfaction
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Summary Procedural content generation
enhances design power enables some games (Minecraft) combines programming and design
Key techniques Perlin Noise Grammars