Game level layout from design specification
The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing bui...
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| Published in: | Computer graphics forum Vol. 33; no. 2; pp. 95 - 104 |
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| Main Authors: | , , , |
| Format: | Journal Article |
| Language: | English |
| Published: |
Oxford
Blackwell Publishing Ltd
01.05.2014
Wiley |
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications. |
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| AbstractList | The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. [PUBLICATION ABSTRACT] The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications. |
| Author | Ma, Chongyang Vining, Nicholas Sheffer, Alla Lefebvre, Sylvain |
| Author_xml | – sequence: 1 givenname: Chongyang surname: Ma fullname: Ma, Chongyang organization: University of British Columbia – sequence: 2 givenname: Nicholas surname: Vining fullname: Vining, Nicholas organization: University of British Columbia – sequence: 3 givenname: Sylvain surname: Lefebvre fullname: Lefebvre, Sylvain organization: ALICE/INRIA – sequence: 4 givenname: Alla surname: Sheffer fullname: Sheffer, Alla organization: University of British Columbia |
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| Copyright | 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2014 The Eurographics Association and John Wiley & Sons Ltd. licence_http://creativecommons.org/publicdomain/zero |
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| References_xml | – reference: [LP83] Lozano-Pérez T.: Spatial planning: A configuration space approach. IEEE Trans. on Comp. 32 (1983), 108-120. 2, 3, 4. – reference: [She98] Sherwani N.A.: Algorithms for VLSI Physcial Design Automation, 3rd ed. Kluwer Academic Publishers, Norwell, MA, USA, 1998. 3. – reference: [Bar03] Bartle R.: Designing Virtual Worlds. New Riders Games, 2003. 1, 2. – reference: [MM08] Merrell P., Manocha D.: Continuous model synthesis. ACM Trans. Graph. 27, 5 (2008), 158:1-158:7. 3. – reference: [CEW*08] Chen G., Esch G., Wonka P., Müller P., Zhang E.: Interactive procedural street modeling. ACM Trans. Graph. 27, 3 (2008), 103:1-103:10. 3. – reference: [Sha87] Shaviv E.: Principles of computer-aided design: computability of design. Wiley-Interscience, New York, NY, USA, 1987, pp. 191-212. 3. – reference: [YYW*12] Yeh Y.-T., Yang L., Watson M., Goodman N.D., Hanrahan P.: Synthesizing open worlds with constraints using locally annealed reversible jump mcmc. ACM Trans. Graph. 31, 4 (2012), 56:1-56:11. 2. – reference: [LCOZ*11] Lin J., Cohen-Or D., Zhang H., Liang C., Sharf A., Deussen O., Chen B.: Structure-preserving retargeting of irregular 3d architecture. ACM Trans. Graph. 30, 6 (2011), 183:1-183:10. 3. – reference: [YWR09] Yin X., Wonka P., Razdan A.: Generating 3d building models from architectural drawings: A survey. IEEE Comput. Graph. Appl. 29, 1 (2009), 20-30. 3. – reference: [NR04] Nishizeki T., Rahman M.: Planar Graph Drawing. Lecture notes series on computing. World Scientific, 2004. 2. – reference: [KW11] Kelly T., Wonka P.: Interactive architectural modeling with procedural extrusions. ACM Trans. Graph. 30, 2 (2011), 14:1-14:15. 3. – reference: [SZ03] Salen K., Zimmerman E.: Rules of Play: Game Design Fundamentals. The MIT Press, 2003. 1, 2. – reference: [CLDD09] Cabral M., Lefebvre S., Dachsbacher C., Drettakis G.: Structure-Preserving Reshape for Textured Architectural Scenes. Computer Graphics Forum 28, 2 (2009), 469-480. 2, 3. – reference: [LaV06] LaValle S.M.: Planning Algorithms. Cambridge University Press, Cambridge, U.K., 2006. 3, 4. – reference: [MWH*06] Müller P., Wonka P., Haegler S., Ulmer A., Van Gool L.: Procedural modeling of buildings. ACM Trans. Graph. 25, 3 (2006), 614-623. 3. – reference: [MS74] March L., Steadman P.: The geometry of environment: an introduction to spatial organization in design. M.I.T. Press, 1974. 3. – reference: [BP13] Burgess J., Purkeypile N.: Skyrim's modular approach to level design. Game Developers Conf., 2013. 1, 2. – reference: [WWSR03] Wonka P., Wimmer M., Sillion F., Ribarsky W.: Instant architecture. ACM Trans. Graph. 22, 3 (2003), 669-677. 3. – reference: [HSS84] Hopcroft J., Schwartz J., Sharir M.: On the complexity of motion planning for multiple independent objects; pspace hardness of the "warehouseman's problem". International Journal of Robotics Research 4, 3 (1984), 76-88. 2, 3. – reference: [VKW*12] Vanegas C.A., Kelly T., Weber B., Halatsch J., Aliaga D.G., Müller P.: Procedural generation of parcels in urban modeling. Comp. Graph. Forum 31 (2012), 681-690. 3. – reference: [Lig00] Liggett R.: Automated facilities layout: past, present and future. Automation in Construction 9, 2 (2000), 197-215. 3. – reference: [TYSB11] Togelius J., Yannakakis G.N., Stanley K.O., Browne C.: Search-based procedural content generation: A taxonomy and survey. IEEE Trans. Comput. Intellig. and AI in Games 3, 3 (2011), 172-186. 2. – reference: [MSK10] Merrell P., Schkufza E., Koltun V.: Computer-generated residential building layouts. ACM Trans. Graph. 29, 6 (2010), 181:1-181:12. 3, 9. – reference: [HC12] Hodgson D., Cornett S.: Elder Scrolls V: Skyrim Revised and Expanded: Prima Official Game Guide. Prima Games, 2012. 2. – reference: [ALM11] Ashlock D., Lee C., McGuinness C.: Search-based procedural generation of maze-like levels. IEEE Trans. Comput. Intellig. and AI in Games 3 (2011), 260-273. 2. – reference: [STN14] Shaker N., Togelius J., Nelson M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, 2014. 2. – reference: [STY*11] Shaker N., Togelius J., Yannakakis G., Weber B., Shimizu T., Hashiyama T., Sorenson N., Pasquier P., Mawhorter P., Takahashi G., Smith G., Baumgarten R.: The 2010 mario ai championship: Level generation track. IEEE Trans. Comput. Intellig. and AI in Games 3, 4 (2011), 332-347. 2. – reference: [Ash11] Ashby A.: Legend of Zelda: Skyward Sword (Prima Official Game Guide). Prima Games, 2011. 2. – reference: [CP89] Chrobak M., Payne T.: A linear-time algorithm for drawing a planar graph on a grid. 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| SubjectTerms | Algorithms Analysis and object representations Assembling Categories and Subject Descriptors (according to ACM CCS) Computer & video games Computer graphics Computer Science Connectivity Convergence Design specifications Games Graph theory Graphics Graphs I.3.5 [Computer Graphics] Computational Geometry and Object Modeling-Curve I.3.5 [Computer Graphics] Computational Geometry and Object Modeling—Curve, surface, solid, and object representations Layouts Software engineering solid Specifications Strategy Studies surface Tasks |
| Title | Game level layout from design specification |
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