PROCEDURAL CONTENT GENERATION FOR MAZE- GAME
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Transcript of PROCEDURAL CONTENT GENERATION FOR MAZE- GAME
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In Supervision of
DR.Ammar Jokhadar DR.Noor Shaker
Designed and Implemented By
Rawan Al-Omari Fawzia Shams Al-Deen
Walaa Baghdadi Zeina Al-Helwani
FITE of Damascus, Syria, Department of AI - 2013
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Content
β’ Work scope β’ Goal β’ The Game β’ Model β’ Future Perspective β’ Tools
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Sokoban
β’ Maze game
β’ Single player
β’ Components: β’ Goal areas β’ Walls β’ Passways: - warehouse keeper - Objects - Empty
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The Goal
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Levels generation, PCG
Different levels, all time
The Goal
No more designers
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Adventure game Free copy(Version) for Microsoft windows Commercial game for Xbox
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Used GameMaker platform (GML)
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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Spelunky Scenario
X X
Bomb X
Princess
X
X
End
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The Real Game,
Spelunky Levels
20% Randomization
80% Hand made design
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The Model
Difficulty
Model
Generated Level
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The Model
Difficulty
Model
Generated Level
Level Generation
Items distribution
Assessing Difficulty
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Assessing Difficulty
Items Distribution
Level Design
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Level Representation
4*4 matrix Each cell is a room
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Level Representation
4*4 matrix Each cell is a room
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Level Representation
Start Room
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Level Representation
Bomb Room
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Level Representation
Princess Room
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Level Representation
End Room
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Every room is 8 * 10
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Cells Values
β’ Block β’ Space β’ Enemy β’ Item
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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Digger Algorithm in a Room
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PhenoType Representation
Main Rooms (4)
Graph Connections
Items Path Length
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PhenoType Representation
Graph Connections
Items Path Length
Main Rooms (4)
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PhenoType Representation
Graph Connections
Items Path Length
Main Rooms (4)
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PhenoType Representation
Graph Connections
Items Path Length
Start room Bomb room
Princess room Exit room
Main Rooms (4)
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PhenoType Representation
Graph Connections
Items Path Length
Snakes number Bats number
Ladders number Coins number Spikes number
Main Rooms (4)
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PhenoType Representation
Graph Connections
Items Path Length
Main Rooms (4)
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PhenoType Representation
Graph Connections
Items Path Length
Main Rooms (4)
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Items Path Length
Main Rooms (4)
Start Bomb Princess End
Graph Connections
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Graph Connections
Items Path Length
Main Rooms (4)
Start Bomb Princess End
3
10
5
7
9
15
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the start, end, Princess, bomb room are in the graph #1
there is connection between start and end room #2
the path is valid (start -> bomb -> Princess -> exit) #3
Start, exit, Princess and bomb rooms are unique in the phenotype #4
Start room should be in the first eight rooms #5
Exit room should be in the last eight rooms #6
15%
10
%
10%
10
%
10%
10
%
check the length of the path if according with the destination length #7
Difficulty #8
35%
10
0%
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= 15 β ππππ1 + 10 β ππππ2 + 10 βcond3 + 10 β ππππ4 + 10 β ππππ5 + 10 β ππππ6 + 35 β ππππ7
Design Fitness
Fitness
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= ππππ8
Difficulty Fitness
= 15 β ππππ1 + 10 β ππππ2 + 10 βcond3 + 10 β ππππ4 + 10 β ππππ5 + 10 β ππππ6 + 35 β ππππ7
Design Fitness
Fitness
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= ππππ8
Difficulty Fitness
= 15 β ππππ1 + 10 β ππππ2 + 10 βcond3 + 10 β ππππ4 + 10 β ππππ5 + 10 β ππππ6 + 35 β ππππ7
Design Fitness
= 10% β π·ππ πππ πππ‘πππ π + 90% π·ππππππ’ππ‘π¦ πππ‘πππ π
Overall Fitness
Fitness
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Assessing Difficulty
Items Distribution
Level Design
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Snakes, Snakes around Gaps, Bats
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Ladders, Coins, Spike
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Items Distribution Over Level
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Items Distribution Over Level
Snakes, Snakes around Gaps, Bats, Spikes, Ladder, Coin
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Items Distribution Over Level
Snakes/4 Snakes around Gaps/4
Bats/4 Spikes/4 Ladder/4 Coin/4
Snakes, Snakes around Gaps, Bats, Spikes, Ladder, Coin
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Ladder
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Snakes
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Snakes around Gaps
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Bats
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Coins
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Spikes
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Assessing Difficulty
Items Distribution
Level Design
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Assessing Difficulty
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Assessing Difficulty
20%
25%
10%
45%
β’ Path Length β’ Vertical Length β’ Shape β’ Enemies
β Snakes β Snakes around Gaps β Bats β Spikes
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β’ Path Length
Assessing Difficulty
20%
25%
10%
45%
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β’ Vertical Length
Assessing Difficulty
20%
25%
10%
45%
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Vertical Length
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β’ Path Shape
Assessing Difficulty
20%
25%
10%
45%
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β’ Enemies β Snakes 10% β Snakes around Gaps 15% β Bats 10% β Spikes 10%
Assessing Difficulty
20%
25%
10%
45%
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Simple Level β 10% Difficulty
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Hard Level β 70% Difficulty
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Add Extra Items and Adaptive
Enemies
Shop Keeper Cave man
The implementation of an Authoring Tool that combines the gamer imagination and machine varity designs.
Designers
The difficulty of the game that is determined by a player's skills, facial
expressions, gameplay features.
Adaptive Content
Generation
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Tools
β’ Game Maker β’ Ecj (Java-based Evolutionary Computation) β’ Java
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