Automated Isovist Computation for Minecraft

04/07/2022
by   Jean-Baptiste Hervé, et al.
0

Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience. In this study we develop a new set of automated metrics, motivated by ideas from architecture, namely isovists and space syntax, which have a track record of capturing human experience of space. These metrics can be computed for a specific game state, from the player's perspective, and take into account their embodiment in the game world. We show how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset of generated settlements from the GDMC Settlement Generation Challenge in Minecraft and establish several rank-based correlations between the isovist properties and the rating human judges gave those settelements. We also produce a range of heat maps that demonstrate the location based applicability of the approach, which allows for development of those metrics as measures for a game experience at a specific time and space.

READ FULL TEXT

page 1

page 6

page 8

research
12/07/2021

Adapting Procedural Content Generation to Player Personas Through Evolution

Automatically adapting game content to players opens new doors for game ...
research
05/12/2021

An Appraisal Transition System for Event-driven Emotions in Agent-based Player Experience Testing

Player experience (PX) evaluation has become a field of interest in the ...
research
04/17/2023

'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling

Procedural content generation has been applied to many domains, especial...
research
07/05/2022

Generating Game Levels of Diverse Behaviour Engagement

Recent years, there has been growing interests in experience-driven proc...
research
07/06/2021

Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation

There are a range of metrics that can be applied to the artifacts produc...
research
07/04/2023

RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games

The balance of game content significantly impacts the gaming experience....
research
05/03/2023

Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation

Although procedural generation is popular among game developers, academi...

Please sign up or login with your details

Forgot password? Click here to reset