ConceptThe goal of the worksop/tutorial is to introduce participants to the fundamentals of Procedural Content Generation (PCG) based on generative grammars, have them experience an example of such a system first-hand, and discuss the potential of this approach for various areas of procedural content generation for games. The principles and examples are based on Ludoscope, a software tool developed at the HvA by Dr. Joris Dormans, e.a.Duration: 2 hoursOverviewWe will use the first 30 minutes to explain the basics of how to use generative grammars to generate levels. The principles of these grammars and model transformations will be demonstrated by means of the level generation system of Spelunky, which we have modeled in Ludoscope.Spelunky focuses solely on the generation of geometry, but grammar-based systems can also be used to transform more abstract concepts of level design into level geometry. In the next hour, the participants will be able to get some hands-on experience with Ludoscope. The assignment will be to generate a Mario-like level based on specific requirements, adapted to the interests of workshop participants.Finally, we are interested in the participants’ evaluation of this approach to PCG. We will use the last 20 minutes to discuss alternative techniques, and possible applications to other areas of PCG, like asset creation, scripting and game generation.Workshop participants are asked to bring a (PC) laptop to work on during the workshop, and are encouraged to work in pairs.
LINK
This paper addresses the procedural generation of levels for collaborative puzzle-platform games. To address this issue, we distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players. These are further formalized as game design patterns. To test the feasibility of the approach, a level generator has been implemented based on a rule-based approach, using the existing tool called Ludoscope and a prototype game developed in the Unity game engine. The level generation procedure results in over 3.7 million possible playable level variations that can be generated automatically. Each of these levels encourages or even requires both players to engage in collaborative gameplay.
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
Grammar-based procedural level generation raises the productivity of level designers for games such as dungeon crawl and platform games. However, the improved productivity comes at cost of level quality assurance. Authoring, improving and maintaining grammars is difficult because it is hard to predict how each grammar rule impacts the overall level quality, and tool support is lacking. We propose a novel metric called Metric of Added Detail (MAD) that indicates if a rule adds or removes detail with respect to its phase in the transformation pipeline, and Specification Analysis Reporting (SAnR) for expressing level properties and analyzing how qualities evolve in level generation histories. We demonstrate MAD and SAnR using a prototype of a level generator called Ludoscope Lite. Our preliminary results show that problematic rules tend to break SAnR properties and that MAD intuitively raises flags. MAD and SAnR augment existing approaches, and can ultimately help designers make better levels and level generators.
DOCUMENT
This paper discusses the potential application of procedural content generation to a game about economical crises, intended to teach a large general audience about how banks function within a market-guided economy, and the financial risks and moral dilemmas that are involved. Procedurally generating content for abstract and complex notions such as inflation, market crashes, and market flux is different from generating spatial maps or physical assets in a game, and poses several design challenges. Instead of generating these kinds of phenomena and other macro-economic effects directly, the designers aim to let them emerge from automatically generated game mechanics. The game mechanics we propose include generic business models that can be parameterized to model the behavior of companies in the game, while the player controls the actions of a bank. What makes generating these game mechanics particularly challenging is the interaction between phenomena at different levels of abstraction. Therefore, relevant economic concepts are discussed in terms of design challenges, and how they could be modeled as emergent properties using generative methods.
DOCUMENT
Many organizations use business process management to manage and model their processes. Currently, flow-based process formalisms, such as BPMN, are considered the standard for modeling processes. However, recent literature describes several limitations of this type of formalism that can be solved by adopting a constraint-based formalism. To preserve economic investments in existing process models, transformation activities needed to be limited. This paper presents a methodical approach for performing the tedious parts of process model transformation. Executing the method results in correctly transformed process models and reduces the effort required for converting the process models.
DOCUMENT
This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
DOCUMENT
This short paper describes the first prototyping of a self-evaluation process of Curriculum Agility at a Faculty of Technology in Sweden. The process comprises guided, semi-structured, individual interviews at different organisational levels within the faculty, a joint narrative based on those interviews, prioritizing development strategies per level, and jointly mapping them on importance and implementation time. The self-evaluation is part of and based on the research on the principles of Curriculum Agility. The results show the interplay in timely curriculum change for futureproof engineering education between the teaching staff, the systems and the people who control the systems. The self-evaluation brings together the different perspectives and perceptions within the faculty and gives insight in how those affect he willingness towards and occurrence of curriculum development. This work in progress indicates how doing such a qualitative self-evaluation paves the road for transparent strategic dialogues on a holistic level about what to give attention and organize differently.
DOCUMENT
Experiences are at the core of tourism and hospitality. Understanding how to design, manage and measure such experiences has become a key topic in academic literature focused on this sector. This paper presents the characteristics of an optimal design process model for experiences, based on the results of a meta-ethnographic synthesis of such processes. The characteristics can be seen as critical success factors in delivering the right solution to the right problem efficiently and effectively. Depending on the context, starting level and aim of the design, designers can benefit from applying several different design processes. Such a process benefits from design capabilities developed in multi-disciplinary teams. Moreover, the design process aids design teams through steering the collection of explicit and tacit knowledge on problem and solution aspects with stakeholders in a specific order. The success of a design process depends on procedural knowledge of lead designers and their ability to orchestrate and integrate contributions from various disciplines and stakeholders at the right times. Existing design processes for tourism and hospitality experiences lack maturity and flexibility, resulting in them having poor structural validity. However these processes, with insights from design science, can form a base for further theoretical development.
MULTIFILE
This article discusses the importance of fully integrating research activities into the Bachelor level programs (undergraduate programs) in orthopaedic engineering / prosthetics and orthotics. To work according to evidence based principles and acquire the competences to do so it is necessary for students to engage in research activities from within the educational programme as soon as possible. Involvement in research not only creates more insight in what research means and what the effects are, but also generates a number of cross links with the stakeholders involved in P&O education (see fig 1) which were not apparent before for the student. Also, the interaction with orthopaedic companies is stimulated in a broader context than is traditionally the case. A structure enhancing the interaction of educational institution, companies, research groups and institutions is presented which operates at the intersection of these stakeholders. A whole new world is therefore coming into range which will generate all kinds of new and unexplored opportunities.
DOCUMENT