The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.
The maintenance of visual appeal and coherence in the procedural game scene generation is still a difficult problem. Traditional procedural game scene generation algorithms produce samples that show a noticeable resemblance to each other. The proposed algorithm allows us to add diverse game object compositions and increase creativity value in that way. Result diversity is formed by the proposed genetic algorithm modification and MCDM method based on the fitness function. Video game immersion is reached by aesthetic game element pattern composition, and one of the solutions for this issue is to apply automated aesthetic modelling of the generated game levels. In this research, the construction of fitness function was extended by the modelling of aesthetic principles, which were reverse-engineered from Gestalt principles. All rules were implemented by construction of a focal function with a square zone for each matrix cell of the single game scene. Five types of Gestalt rules were modelled and combined into a Pythagorean neutrosophic WASPAS method and the final score calculation algorithm was proposed. The proposed approach to generating game scenes strikes a balance between functionality and aesthetics to provide players with an engaging and immersive gaming experience.
One of the hardest task for a machine is creativity. Computational creativity defines creative task completion for a machine. Three main creative content generation methods are: exploratory, combinatorial and transformational. Video game content can be generated using procedural generation. Computational creativity, procedural generation, and application are explained in this paper. Procedural level generator is used as a base and additional features are built on top of it. The main goal of this research and modification is to increase application creative value, variety and expression. Additional functionality consists of tree and texture generation.
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