Research Article
BibTex RIS Cite
Year 2020, Volume: 6 Issue: 2, 79 - 88, 31.12.2020
https://doi.org/10.22531/muglajsci.706895

Abstract

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.
  • [2] Barriga, N. A., “A Short Introduction to Procedural Content Generation Algorithms for Videogames”, International Journal on Artificial Intelligence Tools, 28 (02), 1930001, 2019.
  • [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.
  • [7] Bafna, S., “Space syntax: A brief introduction to its logic and analytical techniques”, Environment and behavior, 35 (1), 17-29, 2003.
  • [8] Al-Sayed, K., Space syntax methodology, 2014.
  • [9] UCL-Space Syntax Official Website, http://otp.spacesyntax.net/, Retrieved on July 20, 2020.
  • [10] Levy, R. M., O'Brien, M. G., Aorich, A., “Predicting the methbehavior of game players-space syntax and urban planning theory as a predictive tool in game design”, In 15th International Conference on Virtual Systems and Multimedia, 2009, 203-208.
  • [11] Song, A., Whitehead, J., “TownSim: Agent-based city evolution for naturalistic road network generation”, In Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019, 81.
  • [12] Cho, I. O., Kim, Y. O., “The relationship between spatial configuration and spatial behavior in online game space”, In Proceedings Sixth International Space Syntax Symposium, 2007, 1-14.
  • [13] Tremblay, J., Torres, P. A., Verbrugge, C., “Measuring risk in stealth games”, In FDG, 2014, 1-8.
  • [14] Choi, S. K., Kim, D. H., Kim, Y. O., “A study on the placement of game objects using space syntax”, Journal of Korea Game Society, 12 (5), 2012.
  • [15] Ballabio, M. and Loiacono, D., “Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters”, In 2019 IEEE Conference on Games (CoG), 2019, 1-8.
  • [16] Martin, P., Space and place as expressive categories in videogames, 2011.
  • [17] Hillier, B. and Hanson, J., The social logic of space, Cambridge university press, 1989.
  • [18] Asami, Y., Kubat, A.S., Kitagawa, K., Iida, S.I., “Introducing the third dimension on Space Syntax: Application on the historical Istanbul”, In Proc. 6th International Space Syntax Symposium, 2003, 48-49.
  • [19] El-Agouri, F.A., Privacy And Segregation as A Basis For Analyzing and Modelling The Urban Space Composition of The Libyan Traditional City Case Study: The City of Ghadames, 2004.
  • [20] DepthMap Tool GitHub Page, https://github.com/varoudis/depthmapX/, Retrieved on July 20, 2020.

DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS

Year 2020, Volume: 6 Issue: 2, 79 - 88, 31.12.2020
https://doi.org/10.22531/muglajsci.706895

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.

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.
  • [2] Barriga, N. A., “A Short Introduction to Procedural Content Generation Algorithms for Videogames”, International Journal on Artificial Intelligence Tools, 28 (02), 1930001, 2019.
  • [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.
  • [7] Bafna, S., “Space syntax: A brief introduction to its logic and analytical techniques”, Environment and behavior, 35 (1), 17-29, 2003.
  • [8] Al-Sayed, K., Space syntax methodology, 2014.
  • [9] UCL-Space Syntax Official Website, http://otp.spacesyntax.net/, Retrieved on July 20, 2020.
  • [10] Levy, R. M., O'Brien, M. G., Aorich, A., “Predicting the methbehavior of game players-space syntax and urban planning theory as a predictive tool in game design”, In 15th International Conference on Virtual Systems and Multimedia, 2009, 203-208.
  • [11] Song, A., Whitehead, J., “TownSim: Agent-based city evolution for naturalistic road network generation”, In Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019, 81.
  • [12] Cho, I. O., Kim, Y. O., “The relationship between spatial configuration and spatial behavior in online game space”, In Proceedings Sixth International Space Syntax Symposium, 2007, 1-14.
  • [13] Tremblay, J., Torres, P. A., Verbrugge, C., “Measuring risk in stealth games”, In FDG, 2014, 1-8.
  • [14] Choi, S. K., Kim, D. H., Kim, Y. O., “A study on the placement of game objects using space syntax”, Journal of Korea Game Society, 12 (5), 2012.
  • [15] Ballabio, M. and Loiacono, D., “Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters”, In 2019 IEEE Conference on Games (CoG), 2019, 1-8.
  • [16] Martin, P., Space and place as expressive categories in videogames, 2011.
  • [17] Hillier, B. and Hanson, J., The social logic of space, Cambridge university press, 1989.
  • [18] Asami, Y., Kubat, A.S., Kitagawa, K., Iida, S.I., “Introducing the third dimension on Space Syntax: Application on the historical Istanbul”, In Proc. 6th International Space Syntax Symposium, 2003, 48-49.
  • [19] El-Agouri, F.A., Privacy And Segregation as A Basis For Analyzing and Modelling The Urban Space Composition of The Libyan Traditional City Case Study: The City of Ghadames, 2004.
  • [20] DepthMap Tool GitHub Page, https://github.com/varoudis/depthmapX/, Retrieved on July 20, 2020.
There are 20 citations in total.

Details

Primary Language English
Subjects Engineering
Journal Section Journals
Authors

Emin Alp Bıyık 0000-0002-2771-0489

Elif Sürer 0000-0002-0738-6669

Publication Date December 31, 2020
Published in Issue Year 2020 Volume: 6 Issue: 2

Cite

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 Bıyık EA, Sürer E. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. MJST. December 2020;6(2):79-88. doi:10.22531/muglajsci.706895
Chicago Bıyık, Emin Alp, and Elif Sürer. “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”. Mugla Journal of Science and Technology 6, no. 2 (December 2020): 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 E. A. Bıyık and E. Sürer, “DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS”, MJST, vol. 6, no. 2, pp. 79–88, 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 2020), 79-88. https://doi.org/10.22531/muglajsci.706895.
JAMA Bıyık EA, Sürer E. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. MJST. 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, 2020, pp. 79-88, doi:10.22531/muglajsci.706895.
Vancouver Bıyık EA, Sürer E. DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS. MJST. 2020;6(2):79-88.

5975f2e33b6ce.png
Mugla Journal of Science and Technology (MJST) is licensed under the Creative Commons Attribution-Noncommercial-Pseudonymity License 4.0 international license