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Patterns, Dungeons and Generators
Malmö högskola, Faculty of Technology and Society (TS).ORCID iD: 0000-0002-2644-2785
2015 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper analyses dungeons, of the varieties commonly found in role-playing games, into several sets of design patterns at different levels of abstraction. The analysis focuses on mechanical patterns that could be either straightforwardly instantiated or recognized by a well-defined process. At the most concrete level a set of fundamental components were identified, followed by a long list of micropatterns which can be directly instantiated. Shorter lists of meso- and macro-patterns, which can be identified mechanically, are also identified. The direct motivation for this analysis is to find building blocks and objectives for a search-based procedural dungeon generator, however we believe the analysis can be useful for understanding this class of game artifacts in general. In particular, the constraints on patterns being instantiable or recognizable leads to a stricter pattern analysis than many other attempts at analyzing game design.

Place, publisher, year, edition, pages
Foundations of Digital Games , 2015. article id 30
Keywords [en]
design patterns, dungeons, Procedural content generation
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-16749Local ID: 19162OAI: oai:DiVA.org:mau-16749DiVA, id: diva2:1420263
Conference
Foundations of Digital Games Conference, FDG, Pacific Grove, U.S.A. (2015)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2022-06-27Bibliographically approved
In thesis
1. Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
Open this publication in new window or tab >>Patterns and procedural content generation in digital games: automatic level generation for digital games using game design patterns
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. However, PCG is a complex task and include challenges such as creating content with variation, coherent style, speed, and correctness. The research in the thesis is concerned with generating game content with the aid of game design patterns, both by establishing models and exploring different methods to generate actual game content for different games. The methods include implementations of evolutionary computation, i.e. a set of search-based approaches that searches for instances of game design patterns on different abstraction levels that make up Super Mario Bros. (SMB) levels and a learning algorithm implementation based on a model (n-grams) of patterns from the original SMB-game. The different generators were evaluated with metrics concerned with the expressive range of the generators and with user tests.

Place, publisher, year, edition, pages
Malmö university, Faculty of Technology and Society, 2016. p. 269
Series
Studies in Computer Science ; 2
Keywords
Procedural Content Generation, Search-based, Genetic Algorithms, Digital Games, Design Patterns
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-7775 (URN)20371 (Local ID)978-91-7104-684-0 (ISBN)978-91-7104-685-7 (ISBN)20371 (Archive number)20371 (OAI)
Public defence
2016-06-10, Niagara, NI:B0E15, Malmö, 13:00 (English)
Opponent
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2022-06-27Bibliographically approved

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fulltext(6052 kB)271 downloads
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http://fdg2015.org/http://fdg2015.org/papers/fdg2015_paper_30.pdf

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Dahlskog, Steve

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