Assessing fun in platform games

Detalhes bibliográficos
Autor(a) principal: Diogo Ferreira Pinela
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/83480
Resumo: Platform games are one of the oldest video game genres, and they have recently gained in popularity due to their simple mechanics. However, they can become repetitive once beaten, and thus stand to benefit greatly from procedural content generation, extending their length without boring the player. There are several methods to procedurally generate levels; some assemble low-level components directly, whereas others base their constructions on more abstract representations of the level's structure. In this dissertation, we have developed a three-phase level generation method for Sonic levels, of the latter kind, using a graph to represent the possible paths through the level. These paths are then allocated space on the map by transposing the graph onto a grid, keeping its topology. Once this is done, the rectangular zone of the level corresponding to each occupied block in the grid is constructed independently from the others. In addition, to add a new element of fun and variety, the developed level generator also includes a boss generator, which allows each level to feature a unique challenge at the end, like the classic Sonic games did. The generator's output can be controlled by a set of parameters, which control the probabilities of various elements appearing. In order to adjust the generated levels to the player's preferences, a method of inferring and parameterising these preferences from gameplay data has been developed, as well as a way of calculating appropriate parameters for the generator from the preference parameters. The developed game was then subject to a test, where several people were asked to play a set of consecutive levels in a session to assess the effectiveness of the adaptation mechanism. The results indicate that the approach followed shows promise, although there is yet much to improve.
id RCAP_615a8d7084277a99a25ed6cdb3346afe
oai_identifier_str oai:repositorio-aberto.up.pt:10216/83480
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Assessing fun in platform gamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringPlatform games are one of the oldest video game genres, and they have recently gained in popularity due to their simple mechanics. However, they can become repetitive once beaten, and thus stand to benefit greatly from procedural content generation, extending their length without boring the player. There are several methods to procedurally generate levels; some assemble low-level components directly, whereas others base their constructions on more abstract representations of the level's structure. In this dissertation, we have developed a three-phase level generation method for Sonic levels, of the latter kind, using a graph to represent the possible paths through the level. These paths are then allocated space on the map by transposing the graph onto a grid, keeping its topology. Once this is done, the rectangular zone of the level corresponding to each occupied block in the grid is constructed independently from the others. In addition, to add a new element of fun and variety, the developed level generator also includes a boss generator, which allows each level to feature a unique challenge at the end, like the classic Sonic games did. The generator's output can be controlled by a set of parameters, which control the probabilities of various elements appearing. In order to adjust the generated levels to the player's preferences, a method of inferring and parameterising these preferences from gameplay data has been developed, as well as a way of calculating appropriate parameters for the generator from the preference parameters. The developed game was then subject to a test, where several people were asked to play a set of consecutive levels in a session to assess the effectiveness of the adaptation mechanism. The results indicate that the approach followed shows promise, although there is yet much to improve.2015-07-072015-07-07T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/83480TID:201301342engDiogo Ferreira Pinelainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T15:18:10Zoai:repositorio-aberto.up.pt:10216/83480Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:20:07.879210Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Assessing fun in platform games
title Assessing fun in platform games
spellingShingle Assessing fun in platform games
Diogo Ferreira Pinela
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Assessing fun in platform games
title_full Assessing fun in platform games
title_fullStr Assessing fun in platform games
title_full_unstemmed Assessing fun in platform games
title_sort Assessing fun in platform games
author Diogo Ferreira Pinela
author_facet Diogo Ferreira Pinela
author_role author
dc.contributor.author.fl_str_mv Diogo Ferreira Pinela
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Platform games are one of the oldest video game genres, and they have recently gained in popularity due to their simple mechanics. However, they can become repetitive once beaten, and thus stand to benefit greatly from procedural content generation, extending their length without boring the player. There are several methods to procedurally generate levels; some assemble low-level components directly, whereas others base their constructions on more abstract representations of the level's structure. In this dissertation, we have developed a three-phase level generation method for Sonic levels, of the latter kind, using a graph to represent the possible paths through the level. These paths are then allocated space on the map by transposing the graph onto a grid, keeping its topology. Once this is done, the rectangular zone of the level corresponding to each occupied block in the grid is constructed independently from the others. In addition, to add a new element of fun and variety, the developed level generator also includes a boss generator, which allows each level to feature a unique challenge at the end, like the classic Sonic games did. The generator's output can be controlled by a set of parameters, which control the probabilities of various elements appearing. In order to adjust the generated levels to the player's preferences, a method of inferring and parameterising these preferences from gameplay data has been developed, as well as a way of calculating appropriate parameters for the generator from the preference parameters. The developed game was then subject to a test, where several people were asked to play a set of consecutive levels in a session to assess the effectiveness of the adaptation mechanism. The results indicate that the approach followed shows promise, although there is yet much to improve.
publishDate 2015
dc.date.none.fl_str_mv 2015-07-07
2015-07-07T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/10216/83480
TID:201301342
url https://hdl.handle.net/10216/83480
identifier_str_mv TID:201301342
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799136118824763392