EN
DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS
Abstract
Procedural content generation (PCG) has been an essential catalyzer in the last decade with its efficiency in creating game elements such as textures, game levels, and maps. Despite being successfully applied in various studies, new reliable evaluation tools are still needed to assess the quality of the generated game content. One example limitation of procedurally generated game worlds is the lacking spatial configuration. To address this issue, in this study, an assessment method was developed to evaluate the spatial quality of procedurally generated game worlds. For this purpose, Space Syntax was used, which incorporates a set of methods to analyze spatial configurations and movement. The analyses were applied to a new game developed by the authors —the Haunted House— and the performance was evaluated in terms of integration, connectivity, and depth distance. Results show that changing the room dimensions (i.e., 15x15, 25x25, and 35x35 units) modifies the performance measures as well as game design parameters —number of the spawning points (ranging from 1 to 4), critical axes (1 to 5), to name a few. The proposed approach is a first attempt to create various improved spatial configurations and provide an evaluation tool to analyze the PCG algorithms in level design.
Keywords
References
- [1] Smelik, R. M., Tutenel, T., Bidarra, R., Benes, B., “A survey on procedural modelling for virtual worlds”, Computer Graphics Forum, 33 (6), 31-50, 2014.
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- [3] Shaker, N., Togelius, J., Nelson, M. J., Procedural content generation in games. Switzerland: Springer International Publishing, 2016.
- [4] Van Der Linden, R., Lopes, R., Bidarra, R., “Procedural generation of dungeons”, IEEE Transactions on Computational Intelligence and AI in Games, 6 (1), 78-89, 2013.
- [5] Green, M. C., Salge, C., Togelius, J., “Organic building generation in minecraft”, In Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019, 1-7.
- [6] Liapis, A., Yannakakis, G. N., Togelius, J., “Towards a generic method of evaluating game levels”, In Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013, 30-36.
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Details
Primary Language
English
Subjects
Engineering
Journal Section
Research Article
Publication Date
December 31, 2020
Submission Date
July 20, 2020
Acceptance Date
December 20, 2020
Published in Issue
Year 2020 Volume: 6 Number: 2
APA
Bıyık, E. A., & Sürer, E. (2020). DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. Mugla Journal of Science and Technology, 6(2), 79-88. https://doi.org/10.22531/muglajsci.706895
AMA
1.Bıyık EA, Sürer E. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. Mugla Journal of Science and Technology. 2020;6(2):79-88. doi:10.22531/muglajsci.706895
Chicago
Bıyık, Emin Alp, and Elif Sürer. 2020. “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”. Mugla Journal of Science and Technology 6 (2): 79-88. https://doi.org/10.22531/muglajsci.706895.
EndNote
Bıyık EA, Sürer E (December 1, 2020) DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. Mugla Journal of Science and Technology 6 2 79–88.
IEEE
[1]E. A. Bıyık and E. Sürer, “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”, Mugla Journal of Science and Technology, vol. 6, no. 2, pp. 79–88, Dec. 2020, doi: 10.22531/muglajsci.706895.
ISNAD
Bıyık, Emin Alp - Sürer, Elif. “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”. Mugla Journal of Science and Technology 6/2 (December 1, 2020): 79-88. https://doi.org/10.22531/muglajsci.706895.
JAMA
1.Bıyık EA, Sürer E. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. Mugla Journal of Science and Technology. 2020;6:79–88.
MLA
Bıyık, Emin Alp, and Elif Sürer. “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”. Mugla Journal of Science and Technology, vol. 6, no. 2, Dec. 2020, pp. 79-88, doi:10.22531/muglajsci.706895.
Vancouver
1.Emin Alp Bıyık, Elif Sürer. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. Mugla Journal of Science and Technology. 2020 Dec. 1;6(2):79-88. doi:10.22531/muglajsci.706895