Topic ID: |
3154 | |
Title: |
Game Design: Procedural Level Generation | |
Supervisor: |
Malcolm Ryan | |
Research Area: |
Game Design, Artificial Intelligence | |
| Associated Staff | ||
|---|---|---|
Assessor: |
Alan Blair | |
| Topic Details | ||
Status: |
Active | |
Type: |
Research | |
Programs: |
CE SE | |
Group Suitable: |
No | |
Industrial: |
No | |
Pre-requisites: |
COMP4431, COMP3411 | |
Description: |
In large open-world games an awful lot of scenery has to be hand generated, requiring many man-hours of work. It would be nice to be able to automate this process, but level design is a nuanced process and automatically generated levels can often have a rather bland same-ness about them. In this project you will consider adapting existing AI algorithms such as grammars and bayesian models to procedurally generate levels with desireable gameplay. There are several important questions to answer: * What kinds of structure do designers/players want in their levels? * Can we automatically evaluate a level to recognise such structure? * Can we automatically generate levels with desirable properties. |
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Comments: |
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| Past Student Reports | ||
| Shaun Charles Chua SKELTON in s1, 2012 Game Design: Procedural Level Generation |
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