Automated Content Generation

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Transcript Automated Content Generation

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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What kind of content?
Buildings
Hotels, ruins, supermarkets, tool shops, bars …
Breed centres
Lakes, rivers, caves …
Opponents (NPC)
Stories
Paths through the world annotated with narrative content
Quests / Player-Tasks
Generation of puzzles
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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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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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ColourMaps
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
Easy modifying
[Flin05]
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ColourMaps
Game Designer defines
accessable areas
Position of runners will be
filtered
For example:
Mapping a forbidden point
to the nearest point outside
[Flin05]
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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
[Flin05]
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ColourMaps
Clue Trails
Game Designer walks
through physical area,
writes clues and associates
a colour
Players move through
physical or virtual areas
Each movement into a
different ‘clue area’ throws
an event
[Flin05]
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ColourMaps
Multilevel Clue Trails
Player moves into the same
area again, a different clue
is given
[Flin05]
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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
[MaNo05]
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Cellular Automata
Pro
very different generation
probably more fun
various immersion
Contra
can be complex
long computation time
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Agents
Pro
realistic generation
probably more fun
various immersion
Contra
can be complex
long computation time
complex definition
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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.hawhamburg.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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