[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3341215.3356255acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
Work in Progress

Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC)

Published: 17 October 2019 Publication History

Abstract

Virtual cities as background scenarios can be used for many 3D video game genres like action. However, the procedural generation of virtual cities for specific video game genres is an on-going research problem. In this paper, we seek to establish a grounding for future work into city generation for specific game genres by exploring how game designers approach existing generation tool-sets. Firstly, we look at the video game city Skara Brae from the party-based role-playing game The Bard's Tale and try to replicate it using the Wave Function Collapse (WFC) approach to procedural generation. We show in two experimental conditions which parameters for WFC are suitable for replicating the city. Secondly, a pilot user study with eight users shows how they approach creating different video game cities after they preselect a video game genre. The users' video game level ideas are then discussed, and different output levels are generated using WFC.

References

[1]
Electronic Arts. 1985. Tales of the Unknown, Vol.I: The Bard's Tale. Game [Apple II]. (1985). Electronic Arts, Redwood City, California, U.S. Last played April 2019.
[2]
Nicholas Davis. 2013. Human-Computer Co-Creativity: Blending Human and Computational Creativity. In Ninth Artificial Intelligence and Interactive Digital Entertainment Conference.
[3]
Werner Gaisbauer and Helmut Hlavacs. 2017. Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey. International Journal of Serious Games 4, 2 (June 2017), 19--29.
[4]
Richard Garriott. 1980. Ultima I: The First Age of Darkness. Game [Apple II]. (2 September 1980). California Pacific Computer Company, Davis, CA, United States. Last played April 2019.
[5]
Stefan Greuter, Jeremy Parker, Nigel Stewart, and Geoff Leach. 2003. Real-time Procedural Generation of 'Pseudo Infinite' Cities. In Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia. ACM, New York, NY, USA, 87--ff.
[6]
Maxim Gumin. 2016. WaveFunctionCollapse. (2016). https://github.com/mxgmn/WaveFunctionCollapse
[7]
Isaac Karth and Adam M Smith. 2017. WaveFunctionCollapse is Constraint Solving in the Wild. In Proceedings of the 12th International Conference on the Foundations of Digital Games. ACM, New York, NY, USA, 68:1--68:10.
[8]
Antonios Liapis and Julian Togelius. 2013. Sentient Sketchbook: Computer-Aided Game Level Authoring. In Proceedings of the 8th Conference on the Foundations of Digital Games. 213--220.
[9]
Ahmed Mustafa, Xiao Wei Zhang, Daniel G Aliaga, Martin Bruwier, Gen Nishida, Benjamin Dewals, Sébastian Erpicum, Pierre Archambeau, Michel Pirotton, and Jacques Teller. 2018. Procedural generation of flood-sensitive urban layouts. Environment and Planning B: Urban Analytics and City Science 9, 4 (Nov. 2018).
[10]
Joseph Parker. 2016. Unity Wave Function Collapse. Video. (29 October 2016). Retrieved June 24, 2019 from https://www.youtube.com/watch?v=CTJJrC3BAGM.
[11]
Joseph Parker. 2017. Generating Procedural Game Worlds with Wave Function Collapse. (2017). https://gist.github.com/selfsame/ e7ff11205c316888977f9cac04fe4035
[12]
Joseph Parker. 2018. unity-wave-function-collapse. https://github.com/selfsame/ unity-wave-function-collapse/. (2018).
[13]
Christoph Salge, Michael Cerny Green, Rodgrigo Canaan, and Julian Togelius. 2018. Generative Design in Minecraft (GDMC): Settlement Generation Competition. In Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG '18). ACM, New York, NY, USA, Article 49, 10 pages.
[14]
Noor Shaker, Julian Togelius, and Mark J Nelson. 2015. Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer.
[15]
Gillian Smith and Jim Whitehead. 2010. Analyzing the Expressive Range of a Level Generator. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games (PCGames '10). ACM, New York, NY, USA, Article 4, 7 pages.
[16]
Wikipedia contributors. 2019. List of video game genres - Wikipedia, The Free Encyclopedia. (2019). https://en.wikipedia.org/w/index.php?title= List_of_video_game_genres&oldid=901735322
[17]
Georgios N. Yannakakis, Antonios Liapis, and Constantine Alexopoulos. 2014. Mixed-initiative co-creativity. In FDG.

Cited By

View all
  • (2024)Unsolved Problems in the Field of Procedural Shaders and Procedural TerrainSmart Trends in Computing and Communications10.1007/978-981-97-1323-3_35(409-417)Online publication date: 26-May-2024
  • (2023)SimpleG: A Design of a Beginner-Friendly Procedural Content Generator for the Unity ToolProceedings of the 2023 11th International Conference on Computer and Communications Management10.1145/3617733.3617739(32-40)Online publication date: 4-Aug-2023
  • (2022)A Procedural Building Generator Based on Real-World Data Enabling Designers to Create Context for XR Automotive Design ExperiencesVirtual Reality and Mixed Reality10.1007/978-3-031-16234-3_9(149-170)Online publication date: 14-Sep-2022
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
October 2019
859 pages
ISBN:9781450368711
DOI:10.1145/3341215
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2019

Check for updates

Author Tags

  1. procedural content generation (pcg)
  2. video game cities
  3. video game genres
  4. wavefunctioncollapse (wfc)

Qualifiers

  • Work in progress

Conference

CHI PLAY '19
Sponsor:

Acceptance Rates

CHI PLAY '19 Extended Abstracts Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)55
  • Downloads (Last 6 weeks)4
Reflects downloads up to 24 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Unsolved Problems in the Field of Procedural Shaders and Procedural TerrainSmart Trends in Computing and Communications10.1007/978-981-97-1323-3_35(409-417)Online publication date: 26-May-2024
  • (2023)SimpleG: A Design of a Beginner-Friendly Procedural Content Generator for the Unity ToolProceedings of the 2023 11th International Conference on Computer and Communications Management10.1145/3617733.3617739(32-40)Online publication date: 4-Aug-2023
  • (2022)A Procedural Building Generator Based on Real-World Data Enabling Designers to Create Context for XR Automotive Design ExperiencesVirtual Reality and Mixed Reality10.1007/978-3-031-16234-3_9(149-170)Online publication date: 14-Sep-2022
  • (2021)Automatic Generation of Game Levels Based on Controllable Wave Function Collapse AlgorithmEntertainment Computing – ICEC 202010.1007/978-3-030-65736-9_3(37-50)Online publication date: 5-Jan-2021
  • (2020)Recent Research on AI in Games2020 International Wireless Communications and Mobile Computing (IWCMC)10.1109/IWCMC48107.2020.9148327(505-510)Online publication date: Jun-2020

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media