Open AccessProceedings Article
RRT-based game level analysis, visualization, and visual refinement
Aaron Bauer,Zoran Popović +1 more
- 08 Oct 2012
pp 8-13
TL;DR: A general graph-based representation for game levels is described and a preliminary system that leverages this representation is presented that automatically explores existing levels of a 2D platform game using the rapidly-exploring random tree (RRT) algorithm and constructs a compact graph representation from this exploration.
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Abstract: Automating parts of game creation benefits both professional and amateur game designers and much previous work has already made progress on this front. In this paper we tackle automating level design. We describe a general graph-based representation for game levels and present a preliminary system that leverages this representation. Our system automatically explores existing levels of a 2D platform game using the rapidly-exploring random tree (RRT) algorithm and constructs a compact graph representation from this exploration. Our system can also modify a graph representation on-the-fly to reflect user-directed changes to the existing level structure. This work constitutes an initial step toward the larger goal of automating level design in a general way.
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Citations
Systematic Literature Review of Sampling Process in Rapidly-Exploring Random Trees
Luiz Gustavo D. O. Veras,Felipe Leonardo Lôbo Medeiros,Lamartine Nogueira Frutuoso Guimarães +2 more
TL;DR: The aim of this paper is to structure a review process to deal with the massive volume of works on this subject, by presenting the planning, development, and results of a systematic literature review (SLR) to investigate non-uniform/informed sampling solutions applied to RRT-based algorithms on path planning literature.
•Proceedings Article
An Exploration Tool for Predicting Stealthy Behaviour
Jonathan Tremblay,Pedro Andrade Torres,Nir Rikovitch,Clark Verbrugge +3 more
- 13 Nov 2013
TL;DR: A probabilistic path-finding approach is applied to efficiently analyze a 2D space and find stealthy paths, allowing for interactive and highly dynamic exploration of how different virtual spaces and enemy configurations affect the potential for stealthly movement by players, or other NPCs.
A survey of planning and learning in games
TL;DR: This paper presents a survey of the multiple methodologies proposed to integrate planning and learning in the context of games, both in terms of their theoretical foundations and applications and also presents learning and planning techniques commonly used in games.
31
•Dissertation
Understanding game balance with quantitative methods
James R. Lee,Zoran Popović,Alexander Jaffe +2 more
- 01 Jan 2013
TL;DR: This work argues that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players, and presents a formalization of diverse forms of game balance.
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Characterizing and optimizing game level difficulty
Glen Berseth,M. Brandon Haworth,Mubbasir Kapadia,Petros Faloutsos +3 more
- 06 Nov 2014
TL;DR: A user-in-the-loop framework for tackling the task of balancing the interactions between game level design and intended player experience by optimizing enemy agent settings and the placement of game elements that affect the flow of agents within the level, with respect to estimated difficulty.
22
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