Thesis (Selection of subject)Thesis (Selection of subject)(version: 368)
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Aplikace hierarchických grafových gramatik v procedurálním generování světů
Thesis title in Czech: Aplikace hierarchických grafových gramatik v procedurálním generování světů
Thesis title in English: Application of hierarchical graph grammars in procedural 3D world generation
Key words: procedurální generování|vývoj her|hierarchické grafy|grafové gramatiky|procedurální level design
English key words: procedural content generation|game development|hierarchical graphs|graph grammars|procedural level design
Academic year of topic announcement: 2020/2021
Thesis type: diploma thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Vojtěch Černý
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 20.12.2020
Date of assignment: 22.12.2020
Confirmed by Study dept. on: 22.06.2021
Date and time of defence: 13.09.2021 09:00
Date of electronic submission:21.05.2021
Date of submission of printed version:22.07.2021
Date of proceeded defence: 13.09.2021
Opponents: Adam Dingle, M.Sc.
 
 
 
Advisors: Mgr. Jakub Gemrot, Ph.D.
Guidelines
Procedural content generation (PCG) is an often used technique in video games. It allows us to generate large quantities and permutations of content. A common problem in utilizing PCG in level design is that it is very difficult to generate content close to what a human would create, in terms of overall quality and structure. This work will attempt to overcome these problems by making use of hierarchical graphs to represent relations in the game world and generation of such graphs by human-designed hierarchical graph grammars. Also, it will be implemented in a 3D open-world game.
References
Togelius, Julian, et al. "Procedural content generation: Goals, challenges and actionable steps." Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik, 2013.
Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural content generation in games. Switzerland: Springer International Publishing, 2016.
Kniemeyer, Ole. Design and implementation of a graph grammar based language for functional-structural plant modelling. Diss. Brandenburg University of Technology, Cottbus-Senftenberg, Germany, 2008.
Palacz, Wojciech. "Algebraic hierarchical graph transformation." Journal of Computer and System Sciences 68.3 (2004): 497-520.
Dormans, Joris. “Cyclic generation”. Procedural generation in game design. CRC Press, 2017, pp 83-95.
Dormans, Joris. "Adventures in level design: generating missions and spaces for action adventure games." Proceedings of the 2010 workshop on procedural content generation in games. 2010.
 
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