Exploring Representation In Evolutionary Level Design

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Exploring Representation in Evolutionary Level Design

Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
Affordance Theory in Game Design

Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer. Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback. This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.
Exploring Representation in Evolutionary Level Design

Author: Daniel Ashlock
language: en
Publisher: Morgan & Claypool Publishers
Release Date: 2018-05-17
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.