This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.
DOCUMENT
A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
LINK
Current methods for energy diagnosis in heating, ventilation and air conditioning (HVAC) systems are not consistent with process and instrumentation diagrams (P&IDs) as used by engineers to design and operate these systems, leading to very limited application of energy performance diagnosis in practice. In a previous paper, a generic reference architecture – hereafter referred to as the 4S3F (four symptoms and three faults) framework – was developed. Because it is closely related to the way HVAC experts diagnose problems in HVAC installations, 4S3F largely overcomes the problem of limited application. The present article addresses the fault diagnosis process using automated fault identification (AFI) based on symptoms detected with a diagnostic Bayesian network (DBN). It demonstrates that possible faults can be extracted from P&IDs at different levels and that P&IDs form the basis for setting up effective DBNs. The process was applied to real sensor data for a whole year. In a case study for a thermal energy plant, control faults were successfully isolated using balance, energy performance and operational state symptoms. Correction of the isolated faults led to annual primary energy savings of 25%. An analysis showed that the values of set probabilities in the DBN model are not outcome-sensitive. Link to the formal publication via its DOI https://doi.org/10.1016/j.enbuild.2020.110289
DOCUMENT