SlideShare a Scribd company logo
In Supervision of
DR.Ammar Jokhadar DR.Noor Shaker
Designed and Implemented By
Rawan Al-Omari Fawzia Shams Al-Deen
Walaa Baghdadi Zeina Al-Helwani
FITE of Damascus, Syria, Department of AI - 2013
Content
• Work scope
• Goal
• The Game
• Model
• Future Perspective
• Tools
Sokoban
• Maze game
• Single player
• Components:
• Goal areas
• Walls
• Passways:
- warehouse
keeper
- Objects
- Empty
Levels generation, PCG
Different levels, all time
The Goal
No more designers
Adventure game
Free copy(Version) for Microsoft windows
Commercial game for Xbox
Used GameMaker platform (GML)
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
Spelunky Scenario
X X
Bomb X
Princess
X X End
The Real Game,
Spelunky Levels
20%Randomization
80%Hand made design
The Model
Difficulty
Model
Generated
Level
The Model
Difficulty
Model
Generated
Level
Level
Generation
Items
distribution
Assessing
Difficulty
Assessing
Difficulty
Items
Distribution
Level
Design
Level Representation
4*4 matrix
Each cell is a room
Level Representation
4*4 matrix
Each cell is a room
Level Representation
Start Room
Level Representation
Bomb Room
Level Representation
Princess Room
Level Representation
End Room
Every room is 8 * 10
Cells Values
• Block
• Space
• Enemy
• Item
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
Digger Algorithm in a Room
PhenoType Representation
Main Rooms
(4)
Graph
Connections
Items Path
Length
PhenoType Representation
Graph
Connections
Items Path
Length
Main Rooms
(4)
PhenoType Representation
Graph
Connections
Items Path
Length
Main Rooms
(4)
PhenoType Representation
Graph
Connections
Items Path
Length
Start room
Bomb room
Princess room
Exit room
Main Rooms
(4)
PhenoType Representation
Graph
Connections
Items Path
Length
Snakes number
Bats number
Ladders number
Coins number
Spikes number
Main Rooms
(4)
PhenoType Representation
Graph
Connections
Items Path
Length
Main Rooms
(4)
PhenoType Representation
Graph
Connections
Items Path
Length
Main Rooms
(4)
Items Path
Length
Main Rooms
(4)
Start Bomb Princess End
Graph
Connections
Graph
Connections
Items Path
Length
Main Rooms
(4)
Start Bomb Princess End
3
10
5
7
9
15
the start, end, Princess, bomb room are in the graph
#1
there is connection between start and end room
#2
the path is valid (start -> bomb -> Princess -> exit)
#3
Start, exit, Princess and bomb rooms are unique in the phenotype
#4
Start room should be in the first eight rooms
#5
Exit room should be in the last eight rooms
#6
15%10%10%10%10%10%
check the length of the path if according with the destination
length
#7
Difficulty
#8
35%100%
= 15 ∗ 𝑐𝑜𝑛𝑑1 + 10 ∗ 𝑐𝑜𝑛𝑑2 + 10 ∗cond3
+ 10 ∗ 𝑐𝑜𝑛𝑑4 + 10 ∗ 𝑐𝑜𝑛𝑑5 + 10 ∗ 𝑐𝑜𝑛𝑑6 + 35 ∗ 𝑐𝑜𝑛𝑑7
Design Fitness
Fitness
= 𝑐𝑜𝑛𝑑8
Difficulty Fitness
= 15 ∗ 𝑐𝑜𝑛𝑑1 + 10 ∗ 𝑐𝑜𝑛𝑑2 + 10 ∗cond3
+ 10 ∗ 𝑐𝑜𝑛𝑑4 + 10 ∗ 𝑐𝑜𝑛𝑑5 + 10 ∗ 𝑐𝑜𝑛𝑑6 + 35 ∗ 𝑐𝑜𝑛𝑑7
Design Fitness
Fitness
= 𝑐𝑜𝑛𝑑8
Difficulty Fitness
= 15 ∗ 𝑐𝑜𝑛𝑑1 + 10 ∗ 𝑐𝑜𝑛𝑑2 + 10 ∗cond3
+ 10 ∗ 𝑐𝑜𝑛𝑑4 + 10 ∗ 𝑐𝑜𝑛𝑑5 + 10 ∗ 𝑐𝑜𝑛𝑑6 + 35 ∗ 𝑐𝑜𝑛𝑑7
Design Fitness
= 10% ∗ 𝐷𝑒𝑠𝑖𝑔𝑛 𝑓𝑖𝑡𝑛𝑒𝑠𝑠 + 90% 𝐷𝑖𝑓𝑓𝑖𝑐𝑢𝑙𝑡𝑦 𝑓𝑖𝑡𝑛𝑒𝑠𝑠
Overall Fitness
Fitness
Assessing
Difficulty
Items
Distribution
Level
Design
Snakes, Snakes around Gaps, Bats
Ladders, Coins, Spike
Items Distribution Over Level
Items Distribution Over Level
Snakes, Snakes around Gaps, Bats, Spikes, Ladder, Coin
Items Distribution Over Level
Snakes/4
Snakes around Gaps/4
Bats/4
Spikes/4
Ladder/4
Coin/4
Snakes, Snakes around Gaps, Bats, Spikes, Ladder, Coin
Ladder
Snakes
Snakes around Gaps
Bats
Coins
Spikes
Assessing
Difficulty
Items
Distribution
Level
Design
Assessing Difficulty
Assessing Difficulty
20% 25% 10% 45%
• Path Length
• Vertical Length
• Shape
• Enemies
– Snakes
– Snakes around Gaps
– Bats
– Spikes
• Path Length
Assessing Difficulty
20% 25% 10% 45%
• Vertical Length
Assessing Difficulty
20% 25% 10% 45%
Vertical Length
• Path Shape
Assessing Difficulty
20% 25% 10% 45%
• Enemies
– Snakes 10%
– Snakes around Gaps 15%
– Bats 10%
– Spikes 10%
Assessing Difficulty
20% 25% 10% 45%
Simple Level – 10% Difficulty
Hard Level – 70% Difficulty
Add Extra Items
and Adaptive
Enemies
Shop Keeper
Cave man
The implementation of an Authoring
Tool that combines the gamer
imagination and machine varity designs.
Designers
The difficulty of the game that is
determined by a player's skills, facial
expressions, gameplay features.
Adaptive
Content
Generation
Tools
• Game Maker
• Ecj (Java-based Evolutionary Computation)
• Java
Procedural content generation for maze  game

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