Game Environment Design Creator using Artificial Intelligence Procedural Generation
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10362/164247 |
Resumo: | Automatic generation is a prevalent technique in video games, applied to various elements like map design, character creation and level complexity. The current emergence of Artificial Intelligence (AI), such as Chat GPT and Large Language Models (LLM), has revolutionized problem solving in multiple domains, leading to the emerging of courses dedicated to mastering prompt based AI. This thesis investigates into the application of Artificial Intelligence, specifically LLM, to implement automatic environment generation within a system for interactive story creation in a video game format. The primary objective is to develop an intuitive system that allows users to effortlessly, create and experience different stories without requiring prior gaming or programming knowledge. This is achieved by simplifying complex game and story creation tasks, particularly, environment design, using an algorithm that automates the initial process while still allowing the user customization. This thesis explores multiple methods of Automatic Generation, drawing inspiration from Procedural Generation algorithms and Artificial Intelligence. Additionally, investigates multiple gaming related concepts, including Realistic and Semi- Realistic/Unrealistic design and the exploration of OpenWorld and Modular Architecture game formats. The target audience are the individuals interested in creating andpresenting their narratives in a video game framework. While the primary focus is on adventure games due to their tendency for structured storytelling, the system’s versatility also allows for the creation of narratives including different genres, including educational narratives and re imaginings of well-known tales. The final prototype is a comprehensive system that uses LLM to automatically generate customizable environments. Stories can be experienced in a 3D point and click, topdown view, and the system is able to create diverse narratives, including a pizza restaurant story line and a re-creation of a segment from the game "The Secret of Monkey Island". This thesis exemplifies the potential of AI driven automatic generation, more specifically with AI-powered generative language models to facilitate accessible and imaginative storytelling in the realm of video games. |
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Game Environment Design Creator using Artificial Intelligence Procedural GenerationAutomatic generationArtificial intelligenceAI-powered generative language modelsVideo gamesCustomizable EnvironmentsInteractive storytellingDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaAutomatic generation is a prevalent technique in video games, applied to various elements like map design, character creation and level complexity. The current emergence of Artificial Intelligence (AI), such as Chat GPT and Large Language Models (LLM), has revolutionized problem solving in multiple domains, leading to the emerging of courses dedicated to mastering prompt based AI. This thesis investigates into the application of Artificial Intelligence, specifically LLM, to implement automatic environment generation within a system for interactive story creation in a video game format. The primary objective is to develop an intuitive system that allows users to effortlessly, create and experience different stories without requiring prior gaming or programming knowledge. This is achieved by simplifying complex game and story creation tasks, particularly, environment design, using an algorithm that automates the initial process while still allowing the user customization. This thesis explores multiple methods of Automatic Generation, drawing inspiration from Procedural Generation algorithms and Artificial Intelligence. Additionally, investigates multiple gaming related concepts, including Realistic and Semi- Realistic/Unrealistic design and the exploration of OpenWorld and Modular Architecture game formats. The target audience are the individuals interested in creating andpresenting their narratives in a video game framework. While the primary focus is on adventure games due to their tendency for structured storytelling, the system’s versatility also allows for the creation of narratives including different genres, including educational narratives and re imaginings of well-known tales. The final prototype is a comprehensive system that uses LLM to automatically generate customizable environments. Stories can be experienced in a 3D point and click, topdown view, and the system is able to create diverse narratives, including a pizza restaurant story line and a re-creation of a segment from the game "The Secret of Monkey Island". This thesis exemplifies the potential of AI driven automatic generation, more specifically with AI-powered generative language models to facilitate accessible and imaginative storytelling in the realm of video games.A geração automática é uma técnica prevalente em videojogos, aplicada a vários elementos, como o design de cenários, a criação de personagem e a dificuldade dos níveis. O surgimento da Inteligência Artificial, o Chat GPT ou Large Language Models (LLM), revolucionou a resolução de problemas em diversas áreas. Começam a surgir cursos dedicados a dominar o prompting necessário para utilizar estes modelos. Esta tese explora a aplicação da Inteligência Artificial, especificamente LLM, para implementar a geração automática de cenários dentro de um sistema projetado para contar histórias interativas num formato de videojogo. O principal objetivo é desenvolver um sistema intuitivo que permita aos utilizadores cirar e experienciar estórias diversas sem exigir conhecimentos prévios na área de jogos ou programação. Isto é alcançado através da simplificação de tarefas complexas de criação de jogos e histórias, nomeadamente o design do cenário, por meio de um algoritmo que automatiza esse processo, ao mesmo tempo que permite ser customizável pelo utilizador. A tese explora múltiplos métodos de Geração Automática, inspirando-se em algoritmos de Geração Procedimental e Inteligência Artificial. Além disso, investiga diversos conceitos relacionados com jogos, incluindo abordagens de design Realistas e Semi-Realistas/Irrealistas e a exploração de formatos de jogos em Arquitetura de Mundo Aberto e Modular. O público-alvo é composto por indivíduos interessados em criar e apresentar as suas narrativas num contexto de videojogo. Embora o foco principal seja jogos de aventura devido à sua tendência para contar estórias bem estruturadas, a versatibilidade do sistema permite a criação de estórias de diferentes géneros, incluindo narrativas educativas e reinterpretações de contos conhecidos. O protótipo final é um sistema abrangente que usa LLM para gerar automaticamente cenários, permitindo ajustes pelo utilizador. As estórias podem ser vivenciadas numa perspetiva 3D point and click, em vista topdown e o sistema é capaz de criar narrativas diversas, incluindo uma história num restaurante de pizzas e uma recriação de um segmento do jogo "The Secret of Monkey Island". Esta tese exemplifica o potencial da geração automática impusionada por modelos linguísticos generativos por IA, para facilitar a criação de estórias no domínio dos videojogos.Vieira, JoãoNóbrega, RuiRUNAuxtero, André Linard Santos2024-02-28T15:31:57Z2023-122023-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/164247enginfo: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:RCAAP2024-03-11T05:51:35Zoai:run.unl.pt:10362/164247Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T04:00:06.734460Repositório 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 |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
title |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
spellingShingle |
Game Environment Design Creator using Artificial Intelligence Procedural Generation Auxtero, André Linard Santos Automatic generation Artificial intelligence AI-powered generative language models Video games Customizable Environments Interactive storytelling Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
title_short |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
title_full |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
title_fullStr |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
title_full_unstemmed |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
title_sort |
Game Environment Design Creator using Artificial Intelligence Procedural Generation |
author |
Auxtero, André Linard Santos |
author_facet |
Auxtero, André Linard Santos |
author_role |
author |
dc.contributor.none.fl_str_mv |
Vieira, João Nóbrega, Rui RUN |
dc.contributor.author.fl_str_mv |
Auxtero, André Linard Santos |
dc.subject.por.fl_str_mv |
Automatic generation Artificial intelligence AI-powered generative language models Video games Customizable Environments Interactive storytelling Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
topic |
Automatic generation Artificial intelligence AI-powered generative language models Video games Customizable Environments Interactive storytelling Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática |
description |
Automatic generation is a prevalent technique in video games, applied to various elements like map design, character creation and level complexity. The current emergence of Artificial Intelligence (AI), such as Chat GPT and Large Language Models (LLM), has revolutionized problem solving in multiple domains, leading to the emerging of courses dedicated to mastering prompt based AI. This thesis investigates into the application of Artificial Intelligence, specifically LLM, to implement automatic environment generation within a system for interactive story creation in a video game format. The primary objective is to develop an intuitive system that allows users to effortlessly, create and experience different stories without requiring prior gaming or programming knowledge. This is achieved by simplifying complex game and story creation tasks, particularly, environment design, using an algorithm that automates the initial process while still allowing the user customization. This thesis explores multiple methods of Automatic Generation, drawing inspiration from Procedural Generation algorithms and Artificial Intelligence. Additionally, investigates multiple gaming related concepts, including Realistic and Semi- Realistic/Unrealistic design and the exploration of OpenWorld and Modular Architecture game formats. The target audience are the individuals interested in creating andpresenting their narratives in a video game framework. While the primary focus is on adventure games due to their tendency for structured storytelling, the system’s versatility also allows for the creation of narratives including different genres, including educational narratives and re imaginings of well-known tales. The final prototype is a comprehensive system that uses LLM to automatically generate customizable environments. Stories can be experienced in a 3D point and click, topdown view, and the system is able to create diverse narratives, including a pizza restaurant story line and a re-creation of a segment from the game "The Secret of Monkey Island". This thesis exemplifies the potential of AI driven automatic generation, more specifically with AI-powered generative language models to facilitate accessible and imaginative storytelling in the realm of video games. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-12 2023-12-01T00:00:00Z 2024-02-28T15:31:57Z |
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 |
http://hdl.handle.net/10362/164247 |
url |
http://hdl.handle.net/10362/164247 |
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 |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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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 |
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1799138177155334144 |