Design and Evaluation of a Procedurally Generated Dungeon Game
Resumo
Game development involves creating various content, from artistic tasks to technical activities. Procedural Content Generation (PCG) and metaheuristics like Genetic Algorithm (GA) and Particle Swarm Optimization (PSO) automate and optimize this process. This paper presents Dungeoncide, a game using GA and PSO for procedural content generation. Dungeoncide features a medieval knight battling monsters in procedural generated dungeons. The primary contributions include the development process and player feedback on the generated content’s quality and feasibility. Experiments showed that while generated levels were well-received, they were less challenging and immersive than manual ones. Future work will refine the algorithms to improve balance, aesthetics, and engagement.
Palavras-chave:
Design de jogo, Design de níveis em jogos
Referências
A., K. B. and Pfleeger, S. L. (2008). Guide to advanced empirical software engineering.
chapter Personal opinion surveys., pages 63–92. Springer London, London.
Adams, C. and Louis, S. (2017). Procedural maze level generation with evolutionary cellular automata. In 2017 IEEE Symposium Series on Computational Intelligence (SSCI).
Basili, V. and Weiss, D. (1984). A methodology for collecting valid software engineering data. IEEE Transactions on Software Engineering, 10(6):728–738.
Brown, J. A., Lutfullin, B., and Oreshin, P. (2017). Procedural content generation of level layouts for hotline miami. In 2017 9th Computer Science and Electronic Engineering (CEEC).
DAVID CRANE (1981). Freeway. Jogo digital.
GUILLOTINE GAMES (2012). Zombiecide. Jogo de tabuleiro.
Kasunic, M. (2005). Designing an effective survey. Pittsburgh: Carnegie Mellon University.
Kennedy, J. and Eberhart, R. (1995). Particle swarm optimization. In Proceedings of ICNN’95 - International Conference on Neural Networks, volume 4, pages 1942–1948 vol.4.
Khalifa, A., Perez-Liebana, D., Lucas, S. M., and Togelius, J. (2016). General video game level generation. GECCO ’16, New York, NY, USA. Association for Computing Machinery.
NINTENDO (1986). The Legend of Zelda. Jogo digital.
Russel, S. and Norvig, P. (2013). Inteligência Artificial 3a.ed. Elsevier Editora Ltda, Rio de Janeiro, Rio de Janeiro.
Thompson, S. K. (2012). Sampling. J. Wiley, 3rd edition.
Togelius, J., Champandard, A., Lanzi, P. L., Mateas, M., Paiva, A., Preuss, M., and Stanley, K. (2013). Procedural content generation: goals, challenges and actionable steps. Dagstuhl Follow-Ups, 6:61–75.
TOGELIUS, J., YANNAKAKIS, G. N., STANLEY, K. O., and BROWNE, C. (2011). Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):172–186.
Unity (2021). Unity. Ferramenta de criação de jogos digitais.
Zafar, A., Mujtaba, H., and Beg, M. O. (2020). Search-based procedural content generation for gvg-lg. Applied Soft Computing, 86.
chapter Personal opinion surveys., pages 63–92. Springer London, London.
Adams, C. and Louis, S. (2017). Procedural maze level generation with evolutionary cellular automata. In 2017 IEEE Symposium Series on Computational Intelligence (SSCI).
Basili, V. and Weiss, D. (1984). A methodology for collecting valid software engineering data. IEEE Transactions on Software Engineering, 10(6):728–738.
Brown, J. A., Lutfullin, B., and Oreshin, P. (2017). Procedural content generation of level layouts for hotline miami. In 2017 9th Computer Science and Electronic Engineering (CEEC).
DAVID CRANE (1981). Freeway. Jogo digital.
GUILLOTINE GAMES (2012). Zombiecide. Jogo de tabuleiro.
Kasunic, M. (2005). Designing an effective survey. Pittsburgh: Carnegie Mellon University.
Kennedy, J. and Eberhart, R. (1995). Particle swarm optimization. In Proceedings of ICNN’95 - International Conference on Neural Networks, volume 4, pages 1942–1948 vol.4.
Khalifa, A., Perez-Liebana, D., Lucas, S. M., and Togelius, J. (2016). General video game level generation. GECCO ’16, New York, NY, USA. Association for Computing Machinery.
NINTENDO (1986). The Legend of Zelda. Jogo digital.
Russel, S. and Norvig, P. (2013). Inteligência Artificial 3a.ed. Elsevier Editora Ltda, Rio de Janeiro, Rio de Janeiro.
Thompson, S. K. (2012). Sampling. J. Wiley, 3rd edition.
Togelius, J., Champandard, A., Lanzi, P. L., Mateas, M., Paiva, A., Preuss, M., and Stanley, K. (2013). Procedural content generation: goals, challenges and actionable steps. Dagstuhl Follow-Ups, 6:61–75.
TOGELIUS, J., YANNAKAKIS, G. N., STANLEY, K. O., and BROWNE, C. (2011). Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):172–186.
Unity (2021). Unity. Ferramenta de criação de jogos digitais.
Zafar, A., Mujtaba, H., and Beg, M. O. (2020). Search-based procedural content generation for gvg-lg. Applied Soft Computing, 86.
Publicado
30/09/2024
Como Citar
SO, Arthur R. Pinheiro; SOUZA, Alinne C. Corrêa; COSTA, Lincoln M.; MANTOVANI, Rafael G.; SOUZA, Francisco Carlos M..
Design and Evaluation of a Procedurally Generated Dungeon Game. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 23. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 329-339.
DOI: https://doi.org/10.5753/sbgames.2024.241270.