Towards Pattern-Based Mixed-Initiative Dungeon Generation
2017 (English)In: Proceedings of the 12th International Conference on the Foundations of Digital Games;12, ACM Digital Library, 2017, article id 74Conference paper, Published paper (Refereed)
Abstract [en]
Mixed-initiative Procedural Content Generation uses algorithms to assist human designers in the collaborative creation of game content. Different mixed-initiative approaches use different methods to engage with the design material while supporting the designer’s intentions. However, the designer runs the risk of misunderstanding the system’s abilities and how to control them. In order to limit miscommunication during the design process, heuristics could be applied.
In this paper we present a mixed-initiative tool for evolving dungeons with the aid of game design patterns as heuristics. The tool, the Evolutionary Dungeon Designer, uses a genetic algorithm that searches for levels containing game design patterns on two hierarchical levels of abstraction to express more complex gameplay in the game level.
We evaluate the tool through a series of lab experiments and a user study conducted with professional game developers. Our results demonstrate that we are able to control the generation of the different patterns with the aid of design pattern-related input parameters, as well as identifying a number of features a design pattern-based mixed-initiative tool could benefit from.
Place, publisher, year, edition, pages
ACM Digital Library, 2017. article id 74
Keywords [en]
Procedural Content Generation, Evolutionary Algorithms, Game Design Patterns, Mixed-Initiative Design
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-16848DOI: 10.1145/3102071.3110572ISI: 000426967500074Local ID: 23805OAI: oai:DiVA.org:mau-16848DiVA, id: diva2:1420362
Conference
The 8th Workshop on Procedural Content Generation, Hyannis, U.S.A. (14th of August)
2020-03-302020-03-302023-06-08Bibliographically approved