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Genetic Improvements to Procedural Generation in Games
University of Borås, Faculty of Librarianship, Information, Education and IT.
University of Borås, Faculty of Librarianship, Information, Education and IT.
2018 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Genetiska Förbättringar Till Procedurell Generering i Spel (Swedish)
Abstract [en]

One of the biggest industries today is the gaming industry. A multitude of games are sold each year, competing for the players’ attention and wallets. One of the common important techniques used today to produce game content is procedural content generation, where the computer generates small or larger parts of a game which often affects the gameplay experience. The purpose of this study is to design and implement a framework which can be used to evaluate and improve the procedural content generation in games, so that the gameplay experience for players in procedurally generated games can be increased. The research method used was design science, and the theories upon which the framework is built with are flow, procedural content generation and the genetic algorithm. The framework first was designed, and then implemented as an artifact in the form of a roguelike game, so that the framework’s functionality could be evaluated and validated. The game was then set up on a webpage so that anyone could contribute to the research by playing by giving feedback of how well the procedural content generation was performing in the form of a questionnaire within the game. Hence, the results of the study was twofold. The framework itself, and secondly the implementation of the framework in the form of a roguelike game.

Abstract [sv]

En av de största industrierna idag är spelindustrin. En stor mängd av spel säljs varje år, vilka konkurrerar om spelarnas uppmärksamhet och plånböcker. En av de vanligaste teknikerna idag för att skapa innehåll till spel är procedurell generering där datorn genererar små eller stora delar av spelet, vilket ofta har inverkan på spelupplevelsen. Syftet med denna studie är att designa och implementera ett ramverk, vilket kan användas till att evaluera och förbättra den procedurella genereringen av spelinnehållet i spel, så att spelupplevelsen för spelare i procedurellt genererade spel kan förbättras. Forskningsmetoden som användes var design science, och de teorier som ramverket bygger på är flow, procedurell generering och den genetiska algoritmen. Ramverket designades först, och implementerades sedan som en artefakt i formen av ett rouge-likt spel, så att ramverkets funktionalitet kunde evalueras och valideras. Spelet lades upp på en hemsida, så att vem som helst kunde bidra till forskningen genom att spela och ge gensvar på hur väl den procedurellt genererade innehållet presterade. Härav så blev resultaten av studien tvåfaldig, ramverket självt, och implementationen av det i formen av ett rouge-liknande spel

Place, publisher, year, edition, pages
2018.
Keyword [en]
genetic algorithm, flow, procedural generation, games, gaming, experience
Keyword [sv]
genetiska algoritmen, flow, procedurell generering, spel, upplevelse
National Category
Information Systems
Identifiers
URN: urn:nbn:se:hb:diva-13815OAI: oai:DiVA.org:hb-13815DiVA, id: diva2:1190476
Subject / course
Informatics
Supervisors
Examiners
Available from: 2018-03-20 Created: 2018-03-14 Last updated: 2018-03-20Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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