key words: game content generation, grid computing, puzzle, MMOG, resource management.
SUMMARYThe developers of Massively Multiplayer Online Games (MMOGs) rely on attractive content such as logical challenges (puzzles) to entertain and generate revenue from millions of concurrent players. While a large part of the content is currently generated by hand, the exponentially increasing number of players and their new demand for player-customized content have made manual content generation undesirable. Thus, in this work we investigate the problem of automated, player-customized game content generation at MMOG scale; to make our investigation tractable, we focus on puzzle game content generation. In this context, we design POGGI, an architecture for generating player-customized game content using on-demand, grid resources. POGGI focuses on the large-scale generation of puzzle instances that match well the solving ability of the players, and that lead to fresh playing experience. Using our reference implementation of POGGI, we show through experiments in a real resource pool of over 1,600 nodes that POGGI can generate commercial-quality content at MMOG scale.
IntroductionMassively Multiplayer Online Games (MMOGs) have emerged in the past decade as a new type of large-scale distributed application: real-time virtual world simulations entertaining at the same time millions of players located around the world. In real deployments, the operation and maintenance of these applications includes two main components, one running the large-scale virtual world simulation, the other populating the virtual world with content that keeps the players engaged (and paying). So far, content has been provided exclusively by human content designers, but the growth of the player population, the lack of scalability of the production pipeline, and the increase in the price ratio between human work and computation make this situation undesirable for the future. Extending our previous work [14], here we investigate the problem of automated, player-customized content generation for MMOGs using grids. * Correspondence to: Email: a.iosup@tudelft.nl. We thank Dr. Dick Epema and Dr. Miron Livny for support. There are many types of content present in MMOGs, from 3D objects populating the virtual worlds, to abstract challenges facing the players. Since content generation is timeconsuming and costly, MMOG developers seek the content types that entertain and challenge players for the longest time. Puzzle games, that is, games in which the player is entertained by solving a logical challenge, are a much sought-after MMOG content type; for instance, players may spend hours on a chess puzzle [17,24] that enables exiting a labyrinth. Today, puzzle game content is generated by teams of human designers, which poses scalability problems to the production pipeline. While several commercial games have made use of content generation [1,5,7,29], they have all been small-scale games in terms of number of players, and did not consider the generation of puzzle game...