Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
ゲームシナリオ構成論 The Method for the game sinario writings for multi-ending adventur...小林 信行
This paper is the resume for the class of game scenario construction method for young planners at VANTAN Game Academy from October, 2011 to February, 2012.
2011年10月~2012年2月にバンタンゲームアカデミーにてプランナー志望者対象にシナリオ構成法の講座を持った時の資料用レジュメをまとめたものです。
【2015/07/01追記】
このレジュメが生まれた背景をtogetterから引用しておきます。
この手のものは実践重視ですので、なんでこんなものが生まれたのかを知らないとあまり意味がないからです。
http://togetter.com/li/51541
http://togetter.com/li/52336
http://togetter.com/li/124701
http://togetter.com/li/236653
http://togetter.com/li/720504
DLは一部インターネットから引用している図があるので、ごめんなさい<(_>
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
ゲームシナリオ構成論 The Method for the game sinario writings for multi-ending adventur...小林 信行
This paper is the resume for the class of game scenario construction method for young planners at VANTAN Game Academy from October, 2011 to February, 2012.
2011年10月~2012年2月にバンタンゲームアカデミーにてプランナー志望者対象にシナリオ構成法の講座を持った時の資料用レジュメをまとめたものです。
【2015/07/01追記】
このレジュメが生まれた背景をtogetterから引用しておきます。
この手のものは実践重視ですので、なんでこんなものが生まれたのかを知らないとあまり意味がないからです。
http://togetter.com/li/51541
http://togetter.com/li/52336
http://togetter.com/li/124701
http://togetter.com/li/236653
http://togetter.com/li/720504
DLは一部インターネットから引用している図があるので、ごめんなさい<(_>
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Introduzione alla realizzazione di videogiochi - FunPier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
La Matematica e la fisica da Pong ai giochi tripla APier Luca Lanzi
Presentazione per l'associazione Mathesis rivolto alle scuole superiori.
Tutti i videogiochi, anche i più semplici,
nascondono modelli matematici e fisici
sorprendentemente complessi. Faremo
un viaggio nel mondo dei videogiochi
alla scoperta della matematica e della
fisica che essi nascondono, partendo
dal primo videogioco di successo,
Pong, fino ad arrivare ai recenti titoli
“tripla A”.
Introduzione alla realizzazione di videogiochi - Elementi di game designPier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Introduzione alla realizzazione di videogiochi - Presentazione del corsoPier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This slides was presented in a workshop at Iran Game Development Institute. It is only an introduction and starts from academic view and continues with techniques that are using in game industry. In the workshop I also shared some of our experiences in developing AI and its tools, some screenshots also included.
This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.
I participated in presenting my Junk Master series games in AltDevConf 2012 which is an online conference for game developers / designers to join and contribute.
Check back at http://haxpor.org/post/17519087508/my-session-links-summary for more detail about the games.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex – including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection – to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Luke Dicken
In this talk, given at the 2012 No Show Conference, and alongside long-term partner in crime Heather Decker-Davis, we talk about our game "Easy Money?" and our approach to content generation - along with the challenges they provided and the way it affected our workflow.
Many information security systems rely on cryptographic schemes that need truly random numbers be secure. In recent months there have been several high profile news stories about weaknesses or potential compromises in both software and hardware random number generators. A compromised random number generator is difficult to catch because it can output random looking data that is predictable to an attacker only. In this talk I describe how to go from knowledge of a weakness in a random number generator to a full security compromise.
We will look at examples including how to fully decrypt a TLS stream, how to compromise a bitcoin wallet by looking at the ECDSA signatures on the public block chain, how to factor improperly generated RSA keys, and more. There will be live demos and discussions of interesting ways to pull off these attacks.
It was the talk, titled "Graph-Tool: The Efficient Network Analyzing Tool for Python", at PyCon APAC 2014 [1] and PyCon SG 2014 [2]. It introduces you to Graph-Tool by mass code snippets.
[1] https://tw.pycon.org/2014apac
[2] https://pycon.sg/
Electronic sketching has received a recurrence of interest over the years and again nowadays within the mobile web context, where there are diverse devices, operating systems and browsers to be considered. Multi-platform (e.g. web-based) sketching systems can be constructed to allow users to sketch on their device of preference. However, web applications do not always perform equally on all devices, and this is a critical issue, especially for applications that require instant visual feedback such as sketch-based systems. This paper describes
a user study conducted to identify the most appropriate response rates (expressed in frames per second) for end users while sketching. The results are expected to guide stakeholders
in defining response parameters for sketching applications on the web by showing intervals that are accepted, tolerated, and rejected by end users.
Today we have a lot of different netbooks out there but all of them fail to deliver a good user experience because the people behind netbooks tend to think as it being a small desktop or a big 'pocket computer'. Plasma-MID is all about this: deliver the desktop shell of the future (Plasma) and a custom experience without losing identity with the 'full version' of KDE.
During my talk I'll show different concepts and ideas taken from various existing MID devices and where their interfaces failed to give the user an ideal experience. I'll also go through the most common use cases and show the results of research regarding linux, netbooks and what really matters to the end user.
The current status of linux based netbooks and the current status of the Plasma-MID project will also be shown, with a live demo and explanations about the solutions for the problems we found during our research.
Presentation Video : http://tinyurl.com/pfhz96m
Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
DMTM Lecture 13 Representative based clusteringPier Luca Lanzi
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
2. Pier Luca Lanzi
What is Procedural Content Generation?
Procedural Generation
with no or limited human intervention, algorithmically
of Content
of “things that affect the gameplay”, not non-player
character behavior, not the game engine
3. Pier Luca Lanzi
so what exactly is procedurally generated?
levels, tracks, maps, terrains, dungeons, puzzles,
buildings, trees, grass, fire, plots, descriptions,
scenarios, dialogues, quests, characters, rules,
boards, parameters, camera viewpoint, dynamics,
weapons, clothing, vehicles, personalities, etc.
11. Pier Luca Lanzi
Ingredients #1 & #2
Domain Knowledge & Artificial Intelligence
• Domain Knowledge
§ To generate something you need to know it
§ PCG typically aims at building an artificial level
designer, usually needs domain knowledge
about level design
• Artificial Intelligence
§ Need algorithms that can work on complex
knowledge and generate plausible content
§ Search-based methods, L-systems, evolutionary
computation, fractals, cellular automata,
agent-based methods, planning, etc.
11
21. Pier Luca Lanzi
Map & Cave Generators
• Cave generators typically are based on Cellular Automata
• Map generators typically an approach
§ Tile-Based
§ Digger
§ Uniform
21
22. Pier Luca Lanzi
Tile-Based Map Generation
• Simple to implement
• Requires rich tileset or it can easily lead to repetitions
22
23. Pier Luca Lanzi
Uniform Map Generators
• Two steps
§ First create rooms based on
a high level grid
§ Next, create the corridors
to connect the rooms
• Rather simple to implement
• Limited topology by the room
shape and the grid
23
Rogue (1980)
24. Pier Luca Lanzi
Digger Generators
• Simulates the behavior of a mole that digs its den
• Generates maps that have a tree like structure
24
25. Pier Luca Lanzi
ingredient #4
multi-layering
typically more layers of procedural
content generation are applied in sequence
26. Pier Luca Lanzi
• Warzone 2100
§ Heights & Cliffs
§ Roads
§ Textures
§ Player Bases
§ Local Features
• Civilization 4
§ Fractal Heightfield
§ Plate Tectonics
§ Tile Types
§ Rivers and Lakes
§ Map Bonuses
27. Pier Luca Lanzi
ingredient #5
Filters, Limits & Restrictions
“In Civ3 I would say we even shipped with a sub-standard resource
placement algorithm where all the iron could be concentrated in just
a few small locations on the map, and for one player there may be
literally no way for them to build swordsmen.” – Soren Johnson
"With Civ4 we instituted randomness with limitations. There
always has to be a minimum distance between each element of
iron, or each element of horses, and that completely solved the
problem.” – Soren Johnson
28. Pier Luca Lanzi
ingredient #6
specialized algorithms
placing special items, requires special tricks
this tricks must be encoded in the PCG
29. Pier Luca Lanzi
1. Connect all bases, the resources,
pick three random points and
connect them
2. Apply a customize A* heuristic
and reuse roads!
3. Customize A* heuristic with
randomize cost of non-road
grid cells.
33. Pier Luca Lanzi
PCG
Is it done online?
Or offline?
Is it necessary content?
Or optional?
Do you use random
seeds or parameter
vectors?
Is it stochastic?
Or deterministic?
Generate and test?
Constructive?
34. Pier Luca Lanzi
Domain Knowledge
• To build an artificial intelligence, you typically need a lot of domain knowleddge
• When using PCG you‘re building an artificial level designer, so you usually need domain
knowledge about level design
• So you‘ll probably need a real level designer and people who have some experience
• When you build a particular level you don‘t need to understand the general concepts
behind the game mechanics as much as when you do it procedurally
• When you go procedurally, you have to understand all the space of options you are
creating and understand how your game mechanics tie in with the level
• Provide ways to customize your algorithms and tools for controlling and visualizing the
result
34
35. Pier Luca Lanzi
Inputs & Senses
• Procedural generation algorithms
work on different sets of inputs
and actions (when compared to
traditional AI)
• Examples of Inputs
§ Line of Sight
§ Point Distance (A*, Dijkstra)
§ Obstacles & Clearance
§ Height
• Examples of Actions
§ Place resources
§ Layout buildings
§ Create roads/rivers
§ Adjust terrain
35
49. Pier Luca Lanzi
Philosophy
• Artist directed
• Procedural generation is irrelevant to end user
• Motivation
§ Game world scale
§ Output from small team
§ Unexpected outputs
§ Individual experiences
• Engine agnostic to content origin
• Mix of general and specific techniques
49
51. Pier Luca Lanzi
Region Creation Process
1. Generation
2. Polygonisation
3. Spherification
4. Physics construction
5. AI knowledge construction
6. Decoration
51
52. Pier Luca Lanzi
Generation Requirements
• Directable and consistent
• Real-time
• Varied
• Real world and abstract shapes
• Easy to modify and add to
• Data local
52
53. Pier Luca Lanzi
Perlin/Simplex Noise
• Well known techniques
§ Widely applicable
§ Scalable
§ Repetitive
§ Insufficient
• Modified version
§ Perlin worms
§ Noise with a threshold
§ Paths, caves, lines
53
55. Pier Luca Lanzi
Mathematical Solids
• Gielis, Johan (2003), "A generic geometric transformation that
unifies a wide range of natural and abstract shapes", American
Journal of Botany
• Natural looking shape additions
55
57. Pier Luca Lanzi
Map Generation for In Verbis Virtus
• Requirements
§ Control over the complexity of the generated maps
§ Continuous representation
§ Avoid decors overlaps
• Combination of diggers
and uniform approaches
• Map elements from human
designed levels
§ Walls
§ Doors
§ Decors
57
58. Pier Luca Lanzi
Step 1: Growth
• Similar to the digger approach
• Builds a map structured as a tree
• Growth is controlled by a set of
parameters, including,
§ Type of elements
§ Number of rooms
§ Number of branches
§ Available area
58
59. Pier Luca Lanzi
Step 2 & 3: Additional Corridors and
Deadline Elimination
• Additional Corridors
§ Similar to uniform generators
§ Based on the required percentage
of connections to create
§ Distance between areas
• Deadline Elimination
§ Based on the percentage
of dead ends to eliminate
59
60. Pier Luca Lanzi
Map Evaluation
• Given a map we needed to compute several statistics to filter the
most interesting ones
• Maps are encoded as graphs
• Compute several metrics
§ Max distance among rooms
§ Reachability
§ Flow
§ …
60
61. Pier Luca Lanzi
Some Findings
• 75% or more additional connections increase the complexity of
the map without improving complica le mappe senza migliorare la
raggiungibilità
• The generator is robust with
respect to the room shape
• By eliminating the start room,
we can reduce the reachability
over the entire map