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Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz...

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Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture in Several Diftinguish'd Actes A Guefte-Leckture in Several Diftinguish'd Actes Nick Rudzicz (loves fonts)
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Page 1: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Procedural Content Generation in

Video Games

A Guefte-Leckture in Several Diftinguish'd ActesA Guefte-Leckture in Several Diftinguish'd ActesNick Rudzicz (loves fonts)

Page 2: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

The Man: Nick Rudzicz

Background

Page 3: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

The Man: Nick Rudzicz The Legend: It's pronounced ''ROO­jich''

Background

Page 4: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

The Man: Nick Rudzicz The Legend: It's pronounced ''ROO­jich'' ...the hell? Seeking a Master's degree in Computer 

Science in the field of video game awesomeness

Background

Page 5: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek

Motivation

Page 6: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek Nerd: I can read this:

Motivation

Page 7: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek Nerd: I can read this:

Motivation

Geek: The following is the

Page 8: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek Nerd: I can read this:

Motivation

Geek: The following is theBest.

Page 9: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek Nerd: I can read this:

Motivation

Geek: The following is theBest. Game.

Page 10: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

I am both a giant nerd and a giant geek Nerd: I can read this:

Motivation

Geek: The following is theBest. Game. Ever.

Page 11: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Motivation

I get a kick out of world creation, exploration

Page 12: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Motivation

I get a kick out of world creation, exploration (Recall your 4 basic gamer types...)

Page 13: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: What is content?

Page 14: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: What is content? A: Everything in the game that provides the gamer 

w/ sensory input (graphics, music, NPCs, text, etc.)

Page 15: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: What is content? A: Everything in the game that provides the gamer 

w/ sensory input (graphics, music, NPCs, text, etc.) Content:

Page 16: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: Why is content important?

Page 17: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: Why is content important? A: Storage space is expanding, graphical capability 

is skyrocketing – and both are getting cheaper. 

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Nick RudziczCOMP521 – Winter 2008

Content

Q: Why is content important? A: Storage space is expanding, graphical capability 

is skyrocketing – and both are getting cheaper.  Gamers expect more ''stuff'' in their games!

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Nick RudziczCOMP521 – Winter 2008

Content

Q: Why is content important? (cont'd) Compare:

1993

2002

2006

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Nick RudziczCOMP521 – Winter 2008

Content

Q: What makes content an important business problem?

Page 21: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

Q: What makes content an important business problem? A: It sucks up resources like the Mega Maid in 

''Spaceballs''Game development budget

ContentEverything else

Game development time

ContentEverything else

* Entirely made-up graphs, but probably not far off

Page 22: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

A problem of scale:

Page 23: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

A problem of scale: Dorval: 20.87km2

GTA:SA: 36km2

TES:Oblivion: 41.439km2

WoW: 207.2km2

Page 24: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Content

A problem of scale: Dorval: 20.87km2

GTA:SA: 36km2

TES:Oblivion: 41.439km2

WoW: 207.2km2

Island of Montreal: 500km2

Tolkien's world (Arda): ??? How could we possibly build 

''realistically­sized'' environments by hand? (And do we want to?)

Page 25: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Various levels of environmental content creation:

Page 26: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Various levels of environmental content creation: Landscape Vegetation Cities Buildings Objects

Page 27: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Various levels of environmental content creation: Landscape Vegetation Cities Buildings Objects

Forms a nice hierarchy

Page 28: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Various levels of environmental content creation: Landscape Vegetation Cities Buildings Objects

Forms a nice hierarchy Work has been done on individual levels

Page 29: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Levels of content creation: Landscape Vegetation Cities Buildings Objects

Page 30: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Landscapes Perlin Noise (!), Iterated fault lines, GIS, ...

Page 31: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Landscapes Perlin Noise (!), Iterated fault lines, GIS, ... Terragen (+ user input) is very good at this:

Page 32: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Prusinkiewicz 1993] discusses the formation of rivers using fractals:

Page 33: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Levels of content creation: Landscape Vegetation Cities Buildings Objects

Page 34: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Wells 2005] uses cellular automata to simulate a floral ecosystem

Page 35: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Wells 2005] uses cellular automata to simulate a floral ecosystem

Page 36: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Even individual plants can be procedurally generated using Lindenmeyer systems (L­Systems)

Page 37: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Even individual plants can be procedurally generated using Lindenmeyer systems (L­Systems) String rewriting mechanism, much like a context­free 

grammar (or even context sensitive)

Page 38: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Even individual plants can be procedurally generated using Lindenmeyer systems (L­Systems) String rewriting mechanism, much like a context­free 

grammar (or even context sensitive)

Page 39: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Levels of content creation: Landscape Vegetation Cities Buildings Objects

Page 40: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Parish & Mueller 2000] developed CityEngine Re­uses L­Systems for branching road networks!

Page 41: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Parish & Mueller 2000] developed CityEngine Re­uses L­Systems for branching road networks! Results are visually phenomenal

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Nick RudziczCOMP521 – Winter 2008

World-building: What and How

CityEngine

+

Page 43: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

CityEngine

+

Page 44: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Glass 2006] uses Voronoi diagrams to generate ''informal settlements''

Page 45: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Glass 2006] uses Voronoi diagrams to generate ''informal settlements''

Page 46: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Levels of content creation: Landscape Vegetation Cities Buildings Objects

Page 47: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Wonka 2003] uses a ''shape grammar'' (much like an L­System) to generate building exteriors

Page 48: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

[Wonka 2003] uses a ''shape grammar'' (much like an L­System) to generate building exteriors

Page 49: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Levels of content creation: Landscape Vegetation Cities Buildings Objects

Page 50: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Very little (if any) work done at this level

Page 51: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Very little (if any) work done at this level ...which makes this exciting

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Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Very little (if any) work done at this level ...which makes this exciting

What would this look like? A formal grammar or rule set? 

Object fork {placedIn{ ''counterDrawer'', 0.5; ''toilet'', 0.0 };placedOn{ ''table'', 0.5; ...}...nextTo{ ''plate'', 0.75; ...}

}

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Nick RudziczCOMP521 – Winter 2008

World-building: What and How

Very little (if any) work done at this level ...which makes this exciting

What would this look like? A swarm of interior decorator agents?

Sort of like a backwards riot...

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Nick RudziczCOMP521 – Winter 2008

Where do I come in?

Page 55: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Where do I come in?

Thesising! Word? No. Fun to say? Very yes!

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Nick RudziczCOMP521 – Winter 2008

Where do I come in?

Thesising! Word? No. Fun to say? Very yes!

My goal: make a world at the touch of a button

Page 57: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Where do I come in?

Thesising! Word? No. Fun to say? Very yes!

My goal: make a world at the touch of a button

Page 58: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given:

Page 59: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given: Nice hierarchy of creation levels (Landscape, vegetation, 

cities, etc.)

Page 60: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given: Nice hierarchy of creation levels (Landscape, vegetation, 

cities, etc.) A lot of work already done on individual levels

Page 61: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given: Nice hierarchy of creation levels (Landscape, vegetation, 

cities, etc.) A lot of work already done on individual levels

We want:

Page 62: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given: Nice hierarchy of creation levels (Landscape, vegetation, 

cities, etc.) A lot of work already done on individual levels

We want: A data framework for the hierarchy

Page 63: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

Given: Nice hierarchy of creation levels (Landscape, vegetation, 

cities, etc.) A lot of work already done on individual levels

We want: A data framework for the hierarchy A tool for rapid content creation

Page 64: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The platform: Mammoth

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Nick RudziczCOMP521 – Winter 2008

Thesis

The platform: Mammoth Made at McGill Has content editor, well­defined map files

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Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework

Page 67: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework Definition of data structures (heightmap, city, building...) Interaction between objects

Page 68: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework Definition of data structures (heightmap, city, building...) Interaction between objects Software engineering!

Page 69: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework

Page 70: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework MODULAR!

Page 71: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Thesis

The data framework MODULAR! Anyone can

write theirown engines

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Nick RudziczCOMP521 – Winter 2008

Thesis

The tool

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Nick RudziczCOMP521 – Winter 2008

Thesis

The tool Provide an interface to choose modules

(Cellular automata vs. L­Systems vs. etc...)

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Nick RudziczCOMP521 – Winter 2008

Thesis

The tool Provide an interface to choose modules

(Cellular automata vs. L­Systems vs. etc...) Data framework defines how modules behave

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Nick RudziczCOMP521 – Winter 2008

Summary

Finally!

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Nick RudziczCOMP521 – Winter 2008

Summary

Content: scale and detail are growing exponentially!

Page 77: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Summary

Content: scale and detail are growing exponentially! Work has been done on individual levels

Page 78: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Summary

Content: scale and detail are growing exponentially! Work has been done on individual levels Trend toward automated creation tools

Page 79: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Teh futures!

Page 80: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Teh futures!

Full, commercial tool allowing plug­in modules

Page 81: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Teh futures!

Full, commercial tool allowing plug­in modules Games allowing user creation?

Page 82: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Teh futures!

Full, commercial tool allowing plug­in modules Games allowing user creation? Automated NPC/storyline generation?

Page 83: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Questions?

Page 84: Procedural Content Generation in Video Gamesnrudzi1/ta/comp521-w2008/COMP521-W2… · Nick Rudzicz COMP521 – Winter 2008 Procedural Content Generation in Video Games A Guefte-Leckture

Nick RudziczCOMP521 – Winter 2008

Questions?

What's a content?


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