• Title/Summary/Keyword: Game level design

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A Game Level Design Technique Using the Genetic Algorithms (유전자 알고리즘을 사용한 게임 레벨 디자인 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.13-21
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    • 2009
  • Game level design is one of the important parts in the commercial game development. Because of its complexity in combining game components, game design work could be classified into a non-linear problem. In this paper, we propose a new automated game level design system by using genetic algorithms. With our system, a game designer easily generates an optimized game level by designating the key parameters m the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial game level design process.

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Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

Level Design of Puzzle Game Using A Genetic Algorithm (유전자 알고리즘을 이용한 퍼즐게임의 레벨디자인)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.317-318
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    • 2014
  • 유전자 알고리즘은 문제 크기가 커짐에 따라 해집합이 폭발적으로 늘어나 최적해를 찾기 힘든 최적화 문제에 주로 적용되는 알고리즘으로, 최근에는 게임에서의 경로찾기, 인공지능 및 레벨디자인 문제에 많이 적용되고 있다. 본 논문에서는 퍼즐게임에서의 레벨디자인 문제의 해법으로 유전자 알고리즘의 적용 방법을 제안한다. 본 논문에서 적용한 퍼즐게임은 주어진 그림에 도형 조각을 가능한 빠른 시간 내에 맞추는 게임으로, 스테이지가 진행됨에 따라 높은 난이도의 퍼즐이 나타나도록 하는 것이 중요하다. 제안된 알고리즘을 통해 퍼즐게임의 유의미한 레벨 조절이 가능함을 확인할 수 있었다.

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Study of Game Level Design Controled by Artificial Emotion (인공감정을 적용한 게임 난이도 조절에 관한 연구)

  • Park, Jun-Hyoung;Hyun, Hye-Jung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.181-183
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    • 2011
  • 최근 게임 산업에서는 게임을 인공지능적인 측면으로 접근하는 방식 중 하나로 인공감정을 주목하고 있다. 인공감정은 감정자극과 감정, 그리고 감정의 표현 방식이라는 총 3가지 기본요소로 이루어져 있다. 본 연구에서는 인공감정을 사람들에게 꾸준하게 인지도가 상승하고 있는 캐주얼 게임에 적용시켜 보았다. 캐주얼 게임은 다른 게임들에 비해 게임 속에서 감정을 느낄 수 있는 환경요소가 한정적이고, 표현할 수 있는 감정이 적어 인공감정에 대한 플레이어의 반응을 실험하기에 적합한 게임 장르이다. 본 연구에서는 쉽게 제작 가능한 버튼 클릭 방식의 캐주얼 게임을 만들었다. 그리고 게임에 플레이어의 행동을 통해 감정적 영향을 받는 인공감정이 적용된 게임 에이전트를 제작했다.

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Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Stealthy Behavior Simulations Based on Cognitive Data (인지 데이터 기반의 스텔스 행동 시뮬레이션)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • Predicting stealthy behaviors plays an important role in designing stealth games. It is, however, difficult to automate this task because human players interact with dynamic environments in real time. In this paper, we present a reinforcement learning (RL) method for simulating stealthy movements in dynamic environments, in which an integrated model of Q-learning with Artificial Neural Networks (ANN) is exploited as an action classifier. Experiment results show that our simulation agent responds sensitively to dynamic situations and thus is useful for game level designer to determine various parameters for game.

A Study on the Placement of Game Objects using Space Syntax (3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구)

  • Choi, Seung-Kwan;Kim, Dong-Hyun;Kim, Young-Ook
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.43-56
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    • 2012
  • The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.