As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human players is explored. A study was carried out comparing player attention while playing hand made levels versus their attention during procedurally generated levels. An auditory Stroop test was used to measure attention without disrupting play.
Identifer | oai:union.ndltd.org:unt.edu/info:ark/67531/metadc801887 |
Date | 05 1900 |
Creators | Taylor, Joshua |
Contributors | Parberry, Ian, Akl, Robert G., Mikler, Armin R., Renka, Robert Joseph |
Publisher | University of North Texas |
Source Sets | University of North Texas |
Language | English |
Detected Language | English |
Type | Thesis or Dissertation |
Format | viii, 69 pages : illustrations (some color), Text |
Rights | Public, Taylor, Joshua, Copyright, Copyright is held by the author, unless otherwise noted. All rights Reserved. |
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