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The Procedural Generation of Interesting Sokoban Levels

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.

Identiferoai:union.ndltd.org:unt.edu/info:ark/67531/metadc801887
Date05 1900
CreatorsTaylor, Joshua
ContributorsParberry, Ian, Akl, Robert G., Mikler, Armin R., Renka, Robert Joseph
PublisherUniversity of North Texas
Source SetsUniversity of North Texas
LanguageEnglish
Detected LanguageEnglish
TypeThesis or Dissertation
Formatviii, 69 pages : illustrations (some color), Text
RightsPublic, Taylor, Joshua, Copyright, Copyright is held by the author, unless otherwise noted. All rights Reserved.

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