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Procedurální generování počítačových her
Název práce v češtině: Procedurální generování počítačových her
Název v anglickém jazyce: Procedural Generation of Video Games
Klíčová slova: procedurální generování, počítačové hry, herní mechaniky
Klíčová slova anglicky: procedural generation, video games, game mechanics
Akademický rok vypsání: 2018/2019
Typ práce: disertační práce
Jazyk práce:
Ústav: Katedra softwaru a výuky informatiky (32-KSVI)
Vedoucí / školitel: Mgr. Jakub Gemrot, Ph.D.
Řešitel: skrytý - zadáno a potvrzeno stud. odd.
Datum přihlášení: 17.06.2019
Datum zadání: 17.06.2019
Datum potvrzení stud. oddělením: 04.10.2019
Konzultanti: doc. Mgr. Cyril Brom, Ph.D.
Zásady pro vypracování
The goal of this thesis is to tackle the topic of procedural generation of complete video game mechanics. A major problem in such generation is evaluating video games by enjoyability and also variability. The evaluation often requires experiments with human subjects, which is time and resources demanding process requiring a full game to be made. Theoretically, a human player could be substituted with an artificial one as a metric of enjoyment. Still, the whole evaluation is highly dependent on the inner content of the game, such as level design or item design. Procedural generation is thus caught in an intertwined triangle of game mechanics - game content - artificial player, where change in one of the components may easily invalidate the other. The thesis will propose, implement and evaluate various approaches for solving procedural generation of such intertwined problems within the video game domain.
Seznam odborné literatury
Noor Shaker, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, 2016.

Cameron Bolitho Browne. “Automatic Generation and Evaluation of Recombination Games.” PhD Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/17025/

M. Cook, and S. Colton. “Multi-Faceted Evolution of Simple Arcade Games.” In IEEE Conference on Computational Intelligence and Games (CIG), 289–296, 2011. https://doi.org/10.1109/CIG.2011.6032019

Raph Koster, and Will Wright. A Theory of Fun for Game Design. Paraglyph Press, 2004.

Jon McCormack, and Mark d’Inverno. “Computers and Creativity: The Road Ahead.” In Computers and Creativity, 421–424. Springer, 2012.

Julian Togelius, Georgios N Yannakakis, Kenneth O Stanley, and Cameron Browne. “Search-Based Procedural Content Generation: A Taxonomy and Survey.” IEEE Transactions on Computational Intelligence and AI in Games 3, no. 3 (2011): 172–186.
 
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