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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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/50046 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
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.
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