Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies
| Ano de defesa: | 2022 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | eng |
| Instituição de defesa: |
Biblioteca Digitais de Teses e Dissertações da USP
|
| Programa de Pós-Graduação: |
Não Informado pela instituição
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Palavras-chave em Português: | |
| Link de acesso: | https://www.teses.usp.br/teses/disponiveis/55/55134/tde-19072022-164759/ |
Resumo: | Procedural Content Generation (PCG) techniques can be used to automatically generate game content or increase the designers creativity and productivity. Besides, PCG can work as a game feature by providing diverse and targeted content for players. In this context, we tackle the problem of adaptive content orchestration, specifically by exploring how coordinate the generation of levels, missions, and enemies for an Action-Adventure game and different types of players. Thus, the present masters thesis proposes a PCG system to provide adaptive gameplay experiences for different players. Our system is focused on three different game facets, dungeon levels, narratives (missions), and rules (enemies), and it comprises three modules, orchestrator, classifier, and game prototype. The orchestrator module coordinates two algorithms for generating levels and enemies; both apply MAP-Elites to maintain a variety of solutions without losing quality. The level generation approach creates dungeons with enemies (levels facet) and locked-door missions (narratives facet). Next, the enemy generation approach creates enemies with different attributes and behaviors (rules facet). The classifier module receives the players answers to a brief questionnaire regarding their gameplay preferences to categorize players profiles. To adapt the contents, we defined different goals of each generator for each player type. Based on the player type, the orchestrator module appropriately combines the previously generated levels and enemies. We designed the orchestrator to filter and select coherent and good enemies to place in the levels rooms. The game prototype module is where we validate the contents generated by our system and collect data from the players. Our results show that the two MAP-Elites algorithms accurately converge almost the whole population with many executions and cases. The players feedbacks show that they enjoyed the levels played and the enemies faced. Besides, most of them could not indicate that an algorithm created the levels or the enemies. Our system presented positive results for delivering adaptive content properly for different types of players through a simple player profiling process. Thus, we can conclude that our PCG system can generate levels and enemies to entertain different players. |
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Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and EnemiesOrquestrando e Adaptando Níveis de Calabouço, Missões de Portas Fechadas e InimigosAdaptive generationContent orchestrationEnemy generationGeração adaptativaGeração de inimigosGeração de níveisLevel generationMAP-ElitesMAP-ElitesOrquestração de conteúdoProcedural Content Generation (PCG) techniques can be used to automatically generate game content or increase the designers creativity and productivity. Besides, PCG can work as a game feature by providing diverse and targeted content for players. In this context, we tackle the problem of adaptive content orchestration, specifically by exploring how coordinate the generation of levels, missions, and enemies for an Action-Adventure game and different types of players. Thus, the present masters thesis proposes a PCG system to provide adaptive gameplay experiences for different players. Our system is focused on three different game facets, dungeon levels, narratives (missions), and rules (enemies), and it comprises three modules, orchestrator, classifier, and game prototype. The orchestrator module coordinates two algorithms for generating levels and enemies; both apply MAP-Elites to maintain a variety of solutions without losing quality. The level generation approach creates dungeons with enemies (levels facet) and locked-door missions (narratives facet). Next, the enemy generation approach creates enemies with different attributes and behaviors (rules facet). The classifier module receives the players answers to a brief questionnaire regarding their gameplay preferences to categorize players profiles. To adapt the contents, we defined different goals of each generator for each player type. Based on the player type, the orchestrator module appropriately combines the previously generated levels and enemies. We designed the orchestrator to filter and select coherent and good enemies to place in the levels rooms. The game prototype module is where we validate the contents generated by our system and collect data from the players. Our results show that the two MAP-Elites algorithms accurately converge almost the whole population with many executions and cases. The players feedbacks show that they enjoyed the levels played and the enemies faced. Besides, most of them could not indicate that an algorithm created the levels or the enemies. Our system presented positive results for delivering adaptive content properly for different types of players through a simple player profiling process. Thus, we can conclude that our PCG system can generate levels and enemies to entertain different players.Técnicas de Geração Procedural de Conteúdo, ou Procedural Content Generation (PCG), podem ser usadas para gerar automaticamente o conteúdo de jogos ou aumentar a criatividade e a produtividade dos designers. Além disso, PCG pode funcionar como um recurso de jogo, fornecendo conteúdo diversificado e direcionado aos jogadores. Nesse contexto, abordamos o problema da orquestração de conteúdo adaptativo, especificamente explorando como coordenar a geração de níveis, missões e inimigos para um jogo de ação-aventura e diferentes tipos de jogadores. Assim, a presente dissertação de mestrado propõe um sistema de PCG para experiências de jogo com diferentes jogadores. Nosso sistema é focado em três diferentes facetas do jogo, níveis de masmorras, narrativas (missões) e regras (inimigos), e composto por três módulos, orquestrador, classificador e protótipo de jogo. O módulo orquestrador coordena dois algoritmos para gerar níveis e inimigos; ambos aplicam MAP-Elites para manter uma variedade de soluções sem perder qualidade. A abordagem de geração de níveis cria masmorras com inimigos (faceta de níveis) e missões de portas trancadas (faceta de narrativas). Por sua vez, a abordagem de geração de inimigos cria inimigos com diferentes atributos e comportamentos (faceta de regras). Em seguida, o módulo classificador recebe as respostas dos jogadores dadas a um breve questionário sobre suas preferências de jogo para categorizar seus perfis. Para adaptar os conteúdos, definimos objetivos diferentes de cada gerador para cada tipo de jogador. Em seguida, com base no tipo de jogador, o módulo orquestrador combina adequadamente os níveis e inimigos gerados anteriormente. Para isso, projetamos o orquestrador para filtrar e selecionar inimigos coerentes colocados nas salas dos níveis. O módulo de protótipo de jogo é onde validamos os conteúdos gerados pelo nosso sistema e coletamos dados dos jogadores. Nossos resultados mostram que os dois algoritmos MAP-Elites convergem com precisão quase toda a população na maioria das execuções e maioria dos casos. Os feedbacks dos jogadores mostram que gostaram dos níveis que jogaram e dos inimigos que enfrentaram. Além disso, a maioria deles não poderia indicar que um algoritmo criou os níveis ou os inimigos. Nosso sistema apresentou resultados positivos para entregar conteúdo adaptável de forma adequada para diferentes tipos de jogadores, por meio de um processo simples de criação de perfil de jogadores. Assim, podemos concluir que nosso sistema PCG pode gerar níveis e inimigos capazes de entreter diferentes jogadores.Biblioteca Digitais de Teses e Dissertações da USPToledo, Cláudio Fabiano MottaViana, Breno Mauricio de Freitas2022-04-27info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-19072022-164759/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2022-07-19T20:02:46Zoai:teses.usp.br:tde-19072022-164759Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212022-07-19T20:02:46Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false |
| dc.title.none.fl_str_mv |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies Orquestrando e Adaptando Níveis de Calabouço, Missões de Portas Fechadas e Inimigos |
| title |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| spellingShingle |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies Viana, Breno Mauricio de Freitas Adaptive generation Content orchestration Enemy generation Geração adaptativa Geração de inimigos Geração de níveis Level generation MAP-Elites MAP-Elites Orquestração de conteúdo |
| title_short |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| title_full |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| title_fullStr |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| title_full_unstemmed |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| title_sort |
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies |
| author |
Viana, Breno Mauricio de Freitas |
| author_facet |
Viana, Breno Mauricio de Freitas |
| author_role |
author |
| dc.contributor.none.fl_str_mv |
Toledo, Cláudio Fabiano Motta |
| dc.contributor.author.fl_str_mv |
Viana, Breno Mauricio de Freitas |
| dc.subject.por.fl_str_mv |
Adaptive generation Content orchestration Enemy generation Geração adaptativa Geração de inimigos Geração de níveis Level generation MAP-Elites MAP-Elites Orquestração de conteúdo |
| topic |
Adaptive generation Content orchestration Enemy generation Geração adaptativa Geração de inimigos Geração de níveis Level generation MAP-Elites MAP-Elites Orquestração de conteúdo |
| description |
Procedural Content Generation (PCG) techniques can be used to automatically generate game content or increase the designers creativity and productivity. Besides, PCG can work as a game feature by providing diverse and targeted content for players. In this context, we tackle the problem of adaptive content orchestration, specifically by exploring how coordinate the generation of levels, missions, and enemies for an Action-Adventure game and different types of players. Thus, the present masters thesis proposes a PCG system to provide adaptive gameplay experiences for different players. Our system is focused on three different game facets, dungeon levels, narratives (missions), and rules (enemies), and it comprises three modules, orchestrator, classifier, and game prototype. The orchestrator module coordinates two algorithms for generating levels and enemies; both apply MAP-Elites to maintain a variety of solutions without losing quality. The level generation approach creates dungeons with enemies (levels facet) and locked-door missions (narratives facet). Next, the enemy generation approach creates enemies with different attributes and behaviors (rules facet). The classifier module receives the players answers to a brief questionnaire regarding their gameplay preferences to categorize players profiles. To adapt the contents, we defined different goals of each generator for each player type. Based on the player type, the orchestrator module appropriately combines the previously generated levels and enemies. We designed the orchestrator to filter and select coherent and good enemies to place in the levels rooms. The game prototype module is where we validate the contents generated by our system and collect data from the players. Our results show that the two MAP-Elites algorithms accurately converge almost the whole population with many executions and cases. The players feedbacks show that they enjoyed the levels played and the enemies faced. Besides, most of them could not indicate that an algorithm created the levels or the enemies. Our system presented positive results for delivering adaptive content properly for different types of players through a simple player profiling process. Thus, we can conclude that our PCG system can generate levels and enemies to entertain different players. |
| publishDate |
2022 |
| dc.date.none.fl_str_mv |
2022-04-27 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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https://www.teses.usp.br/teses/disponiveis/55/55134/tde-19072022-164759/ |
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https://www.teses.usp.br/teses/disponiveis/55/55134/tde-19072022-164759/ |
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eng |
| language |
eng |
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|
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Liberar o conteúdo para acesso público. info:eu-repo/semantics/openAccess |
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Liberar o conteúdo para acesso público. |
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openAccess |
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application/pdf |
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Biblioteca Digitais de Teses e Dissertações da USP |
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Biblioteca Digitais de Teses e Dissertações da USP |
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reponame:Biblioteca Digital de Teses e Dissertações da USP instname:Universidade de São Paulo (USP) instacron:USP |
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USP |
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Biblioteca Digital de Teses e Dissertações da USP |
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Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP) |
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virginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.br |
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1815258303258689536 |