Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development †
<p>Binding of Isaac is a game that generates and decorates all of its rooms randomly.</p> "> Figure 2
<p>A manually constructed level example in Super Mario that contains a possible softlock (if a player falls into the gap between walls, it is impossible to jump out, leading to a dead-end). Since there is nothing to kill the hero, the player must either manually reset the level or quit from it in order to abandon this state, abruptly losing any progress, as in this game there no saving points or autosaves.</p> "> Figure 3
<p>A mini hacking puzzle game for a number of Bioshock alarm systems. The generated puzzle games are random, whereas the pieces of the puzzle are more than enough so that the puzzle can be solved in several ways.</p> "> Figure 4
<p>Left image shows maps that were created from an unconditional network while the maps in the right image were created from a conditional network.</p> "> Figure 5
<p>Three random levels are created in the <span class="html-italic">Kingdom Rush: Frontiers</span> with roads, tower places, and monster generation in consecutive waves. Also, in each wave, monsters are grouped based on their kind.</p> "> Figure 6
<p>All levels in <span class="html-italic">Spelunky</span> game use this structure, with a preplanned top-down path, while all levels have the same size of 4 × 4 rooms. The start and end points are randomly generated in any room.</p> "> Figure 7
<p>Example room design in <span class="html-italic">Spelunky</span> in its primary state, without any added decoration. Note that this room has two entry points, one from the left and another one from the right.</p> "> Figure 8
<p>A randomly generated level of the Cathedral stage in <span class="html-italic">Diablo</span>.</p> "> Figure 9
<p>After room selection in <span class="html-italic">Spelunky</span>, as a last step, randomized decorations, obstacles, and monster placement takes place.</p> "> Figure 10
<p>The first image shows the beginning of an RL agent and how it is interacting with the stage, while in the second image, the RL agent has finished its iterations. A reward calculator is present as it is needed to advise the agent if the proposed changes can lead to a dead-end or not, or if they can be accessed in general.</p> "> Figure 11
<p><span class="html-italic">Hell</span> difficulty in Diablo II adds several random immunities to all foes; as a consequence, all of a character’s properties must be reassigned in such a way to enhance a combination of two or three dissimilar attacks that can damage anyone in the battle field.</p> "> Figure 12
<p>This level was generated by asymmetrical KL−Div with the use of a considerable size of a training sample where any novel pattern that did not exist in that sample is subjected as a candidate for use in the level generation.</p> "> Figure 13
<p>The grid map is divided into larger grids and each one includes 5 × 5 small grids. The first room fits exactly in the large grid while the second one is placed in the corner, essentially occupying four large grids. This placement constitutes the worst-case scenario, something the algorithm takes into account and acts on accordingly.</p> "> Figure 14
<p>A random example with full rooms in the new improved algorithm.</p> "> Figure 15
<p>Another instance focusing on the large room which is a bit smaller.</p> ">
Abstract
:1. Introduction
2. Concepts of PCG
2.1. The Role of Algorithms in PCG
2.2. PCG via Machine Learning
2.3. Generative Adversarial Networks
2.4. Scenario Needs
3. Content Quality
3.1. Quality Diversity
3.2. Intelligent Diversity
4. The Improved Spawn Algorithm
- Large rooms: 11 ( and );
- Medium rooms: 465 ( and );
- Small rooms: 20,825 ( and ).
4.1. Algorithm Complexity
4.2. Worst-Case Complexity
5. Results
6. Discussion
7. Conclusions
Future Trends
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Input: 15 rows × 50 columns grid area, where maximum number of large, medium, and small rooms is set to 1, 2, and 3, respectively. |
2 dimension vectors: map[x, y] Variables: i, j as counters. |
Random values: 0 → large room, 1 → medium room, 2 → small room, 3 → no room |
Maximum elements number: large rooms → 1, medium rooms → 2, small rooms → 3, decorations (fountain) → 1 |
–Grid Map creation– |
1. for i = 1 to maxColumns(50) do |
2. for j = 1 to maxRows(15) do |
3. map[i, j] = new Vector2(x, y) |
4. y = y + 1 (+1 tile in the row) |
5. end for (j) |
6. y = 0 (initiate the row tile) |
7. x = x + 1 (+1 tile in the column) |
8. end for (i) |
–Large column loop– |
9. for i = 1 to largeColumns(10) do |
–The nested "for j" loops chooses in which large row the rooms and decorations will be placed– |
–Large room loop– |
10. for j = 1 to largeRows(3) do |
11. randomGenerator = randomValue 0 to 3 |
12. if randomGenerator == 0 and maxNumberLargeRoom != 0 and noPresenceOfAnotherLargeRoom |
13. choose a direction other than no face wall |
14. create a large room as Vector3(map[i,j].x, map[i,j].y, direction) |
15. choose a random scale |
16. reduce the maxNumberLargeRoom by 1 |
17. end if |
18. end for (j) |
–Medium room loop– |
19. for j = 1 to largeRows do |
20. randomGenerator = randomValue 0 to 3 |
21. if randomGenerator == 0 and maxNumberMediumRoom != 0 and noPresenceOfAnotherLargeRoom |
22. choose a random direction |
23. create a medium room as Vector3(map[i,j].x, map[i,j].y, direction) |
24. choose a random scale |
25. reduce the maxNumberMediumRoom by 1 |
26. end if |
27. end for (j) |
–Small room loop– |
28. for j = 1 to largeRows do |
29. randomGenerator = randomValue 0 to 3 |
30. if randomGenerator == 2 and maxNumberSmallRoom != 0 and noPresenceOfAnotherLargeRoom |
31. choose a freely random direction |
32. create a small room as Vector3(map[i,j].x, map[i,j].y, direction) |
33. choose a random scale |
34. reduce the maxNumberSmallRoom by 1 |
35. end if |
36. end for (j) |
–Decoration (fountain) loop– |
37. for j = 1 to largeRows do |
38. randomFountainGenerator = randomValue 0 to 1 |
39. if randomFountainGenerator == 1 and maxNumberFountain != 0 |
40. create a fountain as Vector3(map[i,j].x, map[i,j].y, direction) |
41. reduce the maxNumberFountain by 1 |
42. end if |
43. end for (j) |
–Move to next map large column– |
44. nextPointerLargeGridX = 0 |
45. nextPointerLargeGridY = nextPointerLargeGridY + stepY (10) |
46. end for (i) |
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Training Sample Required | Space | Predefined Levels | Asset Rotation | |
---|---|---|---|---|
Minecraft | No | 3D | No | No need |
Binding of Isaac | No | 2D | Merely | No |
Spelunky | No | 2D | Merely | No |
Diablo | No | 2D (map overlay) | Yes | No |
Super Mario | Yes | 2D | Merely | No need |
Doom levels | Yes | 3D | No | No |
Kingdom Rush: Frontiers | No | 2D | No | No |
Our Spawn algorithm | No | 2D | No | Merely |
Method | Trained Dataset Required | Room Sizes (Total) | Map Size | |
---|---|---|---|---|
Initial algorithm | Cellular Automata | No | 3 | cells |
Improved algorithm | Cellular Automata | No | 93 | cells |
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Lazaridis, L.; Fragulis, G.F. Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development. Computers 2024, 13, 304. https://doi.org/10.3390/computers13110304
Lazaridis L, Fragulis GF. Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development. Computers. 2024; 13(11):304. https://doi.org/10.3390/computers13110304
Chicago/Turabian StyleLazaridis, Lazaros, and George F. Fragulis. 2024. "Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development" Computers 13, no. 11: 304. https://doi.org/10.3390/computers13110304
APA StyleLazaridis, L., & Fragulis, G. F. (2024). Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development. Computers, 13(11), 304. https://doi.org/10.3390/computers13110304