PROCEDURAL CONTENT GENERATION FOR DUNGEON GENERATION IN GAMES

Procedural content generation refers to content generation using certain algorithm or procedure. The use of procedural content generation to generate content provides several benefits such as less memory consumption, ease to generate varied contents, and unlimited amount of contents due to contin...

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Bibliographic Details
Main Author: Henry Menori, Marcelinus
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/50046
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Procedural content generation refers to content generation using certain algorithm or procedure. The use of procedural content generation to generate content provides several benefits such as less memory consumption, ease to generate varied contents, and unlimited amount of contents due to continuous generation. Procedural content generation can be applied to generate contents related to game area or players. Game content like dungeons can also be generated with procedural content generation. First, research is done in dungeon generation for mission and space aspect. Next, dungeon generation methods for mission and space aspect are combined to generate a complete dungeon. Finally, testing is carried out to the resulting dungeon in terms of validity, variation, and difficulty level. Dungeon generation is divided into three steps, which are quest generation, difficulty level adjustment, and segment generation. Quest generation uses answer set programming algorithm, while difficulty level adjustment and segment generation use variation of genetic algorithm FI-2Pop GA. Testing results show that the resulting dungeons are valid on all samples and varied in the metrics of mission linearity and map linearity. A valid dungeon is one which has a continuous path from start point to finish point and all the quests within it can be solved. Difficulty level of the dungeons works quite well in high level difficulty with 81% of respondents answering accordingly but does not work well enough in medium and low-level difficulty with each 40% and 33% of respondents answering accordingly. Bias in difficulty level is caused by another factor that affects difficulty such as length of quest.