PCG Week. Procedural content generation for games and other design applications презентация

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Слайд 1PROCEDURAL CONTENT GENERATION FOR GAMES AND OTHER DESIGN APPLICATIONS
Prof. Joseph Alexander

Brown

Слайд 2PRESS START



Слайд 3ABOUT
Started Programming in High School
Brock University
BSc (Hons) 2007
First Class
Designation in Software

Engineering
MSc 2009
Thesis on creation of Finite State Machines for problems in Biology
Teaching Assistant
Introductory Computer Science
Instructor
Adjunct Professor

Слайд 4ABOUT
University of Guelph
PhD 2014
Thesis on applications of the idea of extinction

and species in evolutionary algorithms
Magna International
Car plant responsible for the production of front and rear fascia and side panels (aka Bumpers)
Statistical Modeling, Defect Modeling, Continuous Improvements

Слайд 5ABOUT
I enjoy gamming
Warhammer 40K
Weekly Table Top Roleplay Group
PC/Xbox/PS
Watch a number of

Streamers and YouTubers including:
The Creatures
The Derp Crew
Game Grumps

Слайд 6CONTACT INFORMATION
Email
j.brown@innopolis.ru
I will respond to all emails from official University Accounts

within 1 business day. (i.e. use this account as your method of primary contact)
Office Hours
TBA
Open Door Policy
Or by appointment


Слайд 7PLAGIARISM AND CHEATING

Hurts yourself and the class/community
Yourself: No understanding of the

material
Classmates: Not given proper or fair evaluation
Value of the degree: Employers and Peers see your actions reflected back on the institution
Professor: Lack of ability to fairly evaluate progress of class and apply remediation
Citation should be made in code or written works
Class notes, class slides, etc. Will be considered common knowledge

Слайд 8FORMAT OF GRADES
40% Portfolio Assessment
60% Project
10% Project Proposal
20% Oral Examination of

Group
30% Project and Documentation

Слайд 9IMPORTANT DATES
TBA


Слайд 10OUTLINE
• Textures and Landscapes
• Level Design Methods
• Asset Creation and Evaluation
• Ensuring Playability and Player

Experiences
• Storyline Generation
• Computational Creativity
• Other Application Domains
• Building Worlds

Слайд 11OTHER POLICY
TBA


Слайд 12WHAT DID WE LEARN?
Prof. Brown’s contact information
We set up some rules

for the class
We have a sense of the direction of our inqury

Слайд 13SURVEY
https://www.surveymonkey.com/s/YM5HRDB


Слайд 14WHY PCG?
Hi…You’re here…good… we got a problem… A big one
-

Fallout Opening

Слайд 15DEFINITION OF PCG
Togelius et al. (2011)
Procedural content generation (PCG) in games

refers to the creation of game content automatically using algorithms.

Wikipedia

In computer graphics, procedural generation is generating content algorithmically rather than manually. In video games this means graphic content for a game can be created by the host computer, instead of prerendered artwork being included with the game package.


Слайд 16DEFINITION OF PCG
PCG Wiki
Procedural content generation (PCG) is the programmatic generation

of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces.

Ian Parberry

Procedural content generation is the automatic creation of video game content, where content means anything that is traditionally created by an artist or a designer, such as maps, textures, levels, and objects. Content creation usually requires equal parts creativity and scutwork. The aim of procedural content generation is to relieve the designer of the scutwork in ways that create more opportunities for creativity.


Слайд 17DEFINITION
Has a notion of creation not by a designer but by

an algorithm
Notion of what processing element is creating the content (online or offline)
Creativity! v. Scutwork
Random content
Game SPACES



Слайд 18PCG CLAIMS
PCG is Necessary to make good games
Rougelikes, Civilization levels, etc.
PCG

speeds up the development process and is less costly than designers
Less time required to develop levels, characters, narrative
PCG allows for unique game experiences
Provides levels
PCG creates new content which a human would not make
Huge Search Spaces can be explored for content
PCG can extend replay value
Content is created on the user’s system, new levels and quests can be constantly added
PCG can meet with user requirements for level design – meeting with play styles
User feedback can be measured and new content can be presented which meets with the user’s enjoyment

Слайд 19NOT NECESSARY
AAA games do not rely on PCG for core game

assets
Many of these core assets are developed by designers and
There is a large number of good designers who make these games

Слайд 20NOT FAST/CHEAP
Takes time to make a good generator
Large initial cost in

the making of the level generator
Easier to just hire more developers
Game developers are some of the hardest worked developers
EA games voted in 2012 as the worst employer in America
Constant complaints by programmers in the industry
Why hire someone who is specialized?

Слайд 21NOT UNIQUE
Generated content by definition was the output of a generator

designed by a designer
The designer could have made the content directly
Lots more freedom and control when you are programming each element from scratch

Слайд 22HUMAN CONTENT IS BETTER
Content produced by a generator might be broken,

unplayable, not realistic to the world
Content produced by humans directly meets with the demands of the story, a creative team ensures the context
Technology for a number of applications like narrative generation is simplistic or formulaic – stories made by humans are free from constraints
Can do very fine detail work with humans

Слайд 23REPLAY-ABILITY SUFFERS
Creates a formulaic mission
Fetch and kill quests
Really, I have to

do that again?
Is this level even complete?
How does this fit with the narrative?

Слайд 24USERS NEEDS ARE NOT MET BY THE CONTENT
This level is too
Hard
Easy
Annoying
Human

content meets with our needs as it was tested and checked


Слайд 25WHY USE PCG?
This has been my driving question in my time

at ITU
Papers, Books, Talking to Academics, Taking to Industry, etc.
Four months of wondering:
Why has PCG not lived up to a single promise which has been given for the field – to make games design better

Слайд 26IT IS NOT THE BEST DESIGN… BUT IT CAN BE…
PCG works well

in a limited manner in a number of games
Rougelikes
Space Epics
Speed Tree
Academics are behind Industry – but we don’t need to be – the issue is how we approach the problem
It is not enough to make a generative method – the problem is how to demonstrate the effectiveness of the generative method


Слайд 27INDEPENDENT GAMES
Small Staff
Need more content per hour of work
Need games which

have a swift time to minimum viable product
Simpler game mechanics –
Smaller content space
Less critical code areas
Willing to invest more in the process not just the product

Слайд 28BINDING OF ISSAC


Слайд 30SPELUNKY


Слайд 31MINECRAFT


Слайд 32FOCUS ON STRENGTHS
PCG is not a magic bullet – it should

not be relied upon to make the entire game
It is a force multiplier when used well
Time spent in the making of a PCG generator needs to make content which is going to be of high quality
Use it is a gameplay mechanic – roguelikes
PCG does not excuse poor mechanics or bad designs
It is a tool – the designer needs to apply it when it suits the needs of the situation

Слайд 33WHAT DID WE LEARN?
Examined definitions of PCG
Algorithmic creation of creative content
Looked

at some of the claims made about PCG and critically evaluated each of the claims
PCG is not a magic bullet for a designers ills – but a useful tool
Saw some of the exciting Independent Games using the technology

Слайд 34SURVEY
https://www.surveymonkey.com/s/YM5HRDB


Слайд 35HISTORY OF SIMULATION AND WAR GAMES


Слайд 36SHORT HISTORY OF WAR/ROLEPLAYING GAMES
Unreason Press, 2012

Excellent Overview of Games


Слайд 37WARNING
Summary of a Summary
This is a overview of exemplars
Might not

be the first appearance of the traits
See them as representatives of the Progressions


Слайд 38PRE-HISTORICAL EXAMPLES
Dice and Game Boards in Egyptian Tombs
Chess like games in

Greek and Roman Era

Слайд 39CHESS
Classical Simulation of Armies
Greatest Gamification
“Ethically Dangerous as it teaches the value

of sacrifice” - Espen Aarseth
Rules System in flux
Pawns
Queen

Слайд 40PRUSSIAN KREGSSPILL 17-1800S


Слайд 41KERGSSPIL
Kergs spil – war game
Codified Rule system
Moveable Terrain Board
NxN grid of

squares to represent differing types of terrain
One company made a special purpose table with dice like tiles, which could be flipped in each location to a different coloured side

Слайд 42STRATEGOS


Слайд 43STRATGEOS
All powerful referee
Lots of Tables to see effects
Anything may be attempted


Слайд 44LITTLE WARS: A GAME FOR BOYS FROM TWELVE YEARS OF AGE

TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS' GAMES AND BOOKS (1913)

H.G.Wells


Слайд 45TATICS/TATICS II (AVALON HILL 1954/8)


Слайд 46TATICS/TATICS II
Mass Marketing
Again Maps based on squares
Tables of Combat Factors
Unit Classes
Factors

in Terrain
Counters Representing Units

Слайд 47DUNGEONS & DRAGONS (GYGAX & ARNESON 1974)
Rules for Fantastic Medieval Wargames

Campaigns Playable with Paper and Pencil and Miniature Figures

Слайд 48DUNGEONS & DRAGONS
Blackmoor Campain
First system developed under the idea of a

referee
`Rules? What Rules!??!` - Arneson (Sept `72)
Provided `20 or so pages of hand written rules` to Gygax
Development of New Dice
Dungeon Maze like levels
Experience Points
Figures for models not provided – large secondary market for materials


Слайд 49SECONDARY MARKET
Expansion Packs – More Advanced Rule Books
Dice Sets
Figures
Boards - Levels


Слайд 50ROUGE ( TOY AND WICHMAN 1980)


Слайд 51ROUGE
Creation of Levels or Boards via a randomized algorithms
Permanent Death –

requires more levels
Spawns the generation of many games based on this same ideas - rougelike

Слайд 53DIABLO
All the classical elements of D&D games
Character Class/Level
Experience Points

No Games Master
No

Ability to Move outside of the system


Слайд 54WARHAMMER SERIES (GAMES WORKSHOP –FOUNDED 1975, MINIATURES IN 1979 AND THEN

GAMES IN 1980S)

Warhammer, Warhammer 40K, Lord of the Rings


Слайд 55GAMES WORKSHOP
Company originally founded in the UK as a reseller of

American Games (TSR’s D&D)
Successful Marketing for Figure based Games
Massive Cross Media Campaigns into Books
Using the `fluff` as a key Intellectual Property
Branched out unsuccessfully into computer games and tabletop RPGs
Has been better in some recent releases (Dawn of War)

Слайд 56HISTORICAL DIRECTIONS
Codification of rules
Anything may be attempted is restricted over time
Rules

Lawyers
House Rules
Technology
Military Elite to Pass time
Was never – Just for Kids
Marketing to the youth as a brand experience
Simplicity of Design to Complexity
Chess Set -> Military Figures
Characters as letters -> Full 3D models
Marketing of fluff, models, dice, etc.


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