Automated Content Generation

rucksackbulgeΤεχνίτη Νοημοσύνη και Ρομποτική

1 Δεκ 2013 (πριν από 3 χρόνια και 8 μήνες)

79 εμφανίσεις

Automated Content Generation

Dennis Dedaj

HAW

Informatik Master

Anwendungen 2


Agenda

Introduction

Pervasive Role Play Game

Motivation

What kind of content?

Technologies for Automated Content Generation

Map Fragmentation

Content distribution

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Pervasive Gaming

‘The world Within’

Aspects of PG from [Walt05]


Mobile

Play everywhere

Distributed

Player versus Player

Persistence

The world is always available

Transmediality





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Motivation

Pervasive Gaming Project

Pervasive Role
-
Play
-
Game ‘The World Within’

Avatars life in an ‘empty’ virtual reality

No time to populate the virtual reality

No motivation to populate it manually

But motivation to populate it automated

AW 1 continued


‘Game Engineering’

Authoring tools

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Automated Content Generation

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What kind of content?

Buildings

Hotels, ruins, supermarkets, tool shops, bars


Breed centres

Lakes, rivers, caves


Opponents (NPC)

Stories

P
aths through the world annotated with narrative content

Quests / Player
-
Tasks

Generation of puzzles



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Automated Content Generation

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Technologies for

Automated Content Generation

Map Fragmentation

Geographic Information Systems
-

GIS

ColourMaps

Content distribution

Cellular Automata

Agents

Simple Random

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Map Fragmentation

Recognize map areas for content to be generated

Define task/quest/story paths

Mark unreachable areas

Detect environmental parameters

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Automated Content Generation

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Geographic Information Systems

Relative ‘new’ technology

Public interfaces under development

KML
[GoEa09]

GML
[OpGe09]

Huge amount of data


climate / earth related

united states and canada

Less regional and local data

granularity

coverage

Do those maps know what fun is?

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ColourMaps

Martin Flintham, University of Nottingham [Flin05]

Authoring of Location
-
Based Games by simple
colouring of physical game maps

Association of Location
-
Based triggers with areas of
a physical map

Quick configuration of new physical areas

Live orchestration of games in real
-
time

Dealing with the inherent uncertainty of GPS

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ColourMaps

Can You See Me Now? [CaYo08]

Mixed Reality Game

Goal: Runners have to catch all Players

Content: Cities with Buildings

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[BeMa05]

ColourMaps

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Game Designer defines
Start Positions

Server searches Map for
Start Positions

When a player enters the
game a random position
will be assigned

Easy weighting

E
asy modifying

[Flin05]

ColourMaps

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Game Designer defines
accessable areas

Position of runners will be
filtered

For example:

Mapping a forbidden point
to the nearest point outside

[Flin05]

ColourMaps

Uncle Roy All Around You

Goal: Players have to find Uncle Roy

Content: Cities with clues for defined areas

While Player move through cities the system gives
clues depending on the position of the player

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ColourMaps


Clue Trails

Game Designer walks
through physical area,
writes clues and associates
a colour


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[Flin05]

ColourMaps

Clue Trails

Game Designer walks
through physical area,
writes clues and associates
a colour

Players move through
physical or virtual areas

E
ach movement into a
different ‘clue area’ throws
an event


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[Flin05]

ColourMaps

Multilevel Clue Trails

Player moves into the same
area again, a different clue
is given

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[Flin05]

ColourMaps
-

Overview

Content regions defined in
a xml file

Multiple layers offer
flexibility


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[Flin05]

Map Fragmentation

Trade
-
Off

ColourMaps

fast mediation, game designer know the tools

not completely automated

full immersion control


Geographic Information System

higher complexity

inaccurate

completely automated

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Content distribution

Simple random algorithms

Cellular Automata

Agents

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Simple random algorithms

Pro

no complexity

fast generation


Contra

lesser fun

continous immersion

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[MaNo05]

Cellular Automata

Pro

very different generation

probably more fun

various immersion


Contra

can be complex

long computation time

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[MaNo05]

Agents

Pro

realistic generation

probably more fun

various immersion


Contra

can be complex

long computation time

complex definition

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[MaNo05]

Vision / Ideas

Cellular Automata

Instancing opponents

More dimensions

O(n)
-
complexity

Agents

Instancing buildings

Looks for hotels and other real world entities

User mediated content

Stories

Paths

Instantiation depends on amount of users at specific places

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Bibliography

[Dedj08]

Dedaj, Dennis: Game Engineering,
http://users.informatik.haw
-
hamburg.de/~ubicomp/projekte/master2008/dedaj/bericht.pdf

, access on 11
-
18
-
2008

[pcg08]

http://pcg.wikidot.com/
, access on 11
-
22
-
2008

[CaYo08]

http://www.canyouseemenow.co.uk/belo/en/intro.php

, access on 02
-
01
-
2009

[Frank08]

http://www.blasttheory.co.uk/bt/work_ilikefrank.html

, access on 04
-
01
-
2009

[Blas08]

http://www.blasttheory.co.uk

, access on 28
-
12
-
2008

[UnRo08]

http://www.uncleroyallaroundyou.co.uk/online.php

, access on 02
-
01
-
2009

[Flin05]

Flintham, Martin: Painting the Town Red: Configuring Location
-
Based Games by Colouring Maps,
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer
entertainment technology, pages: 9
-
18, 2005, Valencia, Spain

[Walt05]

Walther, Bo Kampmann: Reflections On the Methodology Of Pervasive Gaming, publishedin: ACE’05
Proceedings of the 2005 ACM SIGCHI, pages176‐179, 2005

[BeMa05]

Steve Benford and Carsten Magerkurth and Peter Ljungstrand: Bridging the physical and digital in
pervasive gaming, Commun. ACM, Vol. 48, No. 3, pages 54
-
57, 2005, New York, NY, USA

[OpGe09]

http://www.opengeospatial.org/

, access on 05
-
01
-
2009

[GeEa09]

http://earth.google.de/kml/

, access on 05
-
01
-
2009

[MaNo05
]

Charles M. Macal and Michael J. North: Tutorial on Agent
-
Based Modelling and Simulation, WSC '05:
Proceedings of the 37th conference on Winter simulation, pages 2
-
15, 2005, Orlando, Florida, USA

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Vielen Dank für die
Aufmerksamkeit!

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