Search-based Procedural Generation of Gameplay Content

Einar Nordengren · Lund University Publications Student Papers (Lund University) · 2019

Over the years, game development has grown into a large business.Due to the ever-increasing demand for new content, there is much time, money, and effort that can be saved using automatic generation.In this project, we have developed a procedural content generation tool to automatically define spawn points in a wave-based shooter game.Our intention was to create missions that follow the designers' desired difficulty and intensity levels, and that can mimic human behavior.We evaluated the project through a survey, letting several persons play and rate the wave difficulty, intensity, and author.The results showed that it was possible to generate waves that somewhat followed the direction of the difficulty and intensity levels, but impossible to mimic human behavior.We arrived at the conclusion that this was due to the nature of the problem: assuming what controls the difficulty and intensity measures is easier than predicting human design.

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