Procedural level generation is a novel area of research within the field of computer graphics
and game development. However, current research and implementations of procedural
generation for cooperative games is sparse. Further study is required to validate the use of
automatic level creation and to test additional methods of optimization for cooperative
games. Additionally, despite many recent developments, many areas within the field of
virtual reality remain underexplored. We propose a mathematically defined total cost
function for controlling a procedural level generation algorithm for cooperative virtual reality
games. This cost term controls an algorithm which gradually improves a generated solution
over a series of iterations, bringing it to an optimal state. We present here two games with
procedurally created levels and gameplay elements using this mathematical total cost
function, as well as proposed experiments to validate the effectiveness of this content in
encouraging cooperation and potential use cases for this technology.
Identifer | oai:union.ndltd.org:purdue.edu/oai:figshare.com:article/12743411 |
Date | 31 July 2020 |
Creators | Justin D Heffron (9188915) |
Source Sets | Purdue University |
Detected Language | English |
Type | Text, Thesis |
Rights | CC BY 4.0 |
Relation | https://figshare.com/articles/thesis/Optimizing_Procedurally_Generated_Cooperative_Multiplayer_Game_Levels/12743411 |
Page generated in 0.0023 seconds