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Thesis details
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Adaptive generated encounters in a rogue-like role-playing video game
Thesis title in Czech: Adaptivní generování střetů v počítačové rogue-like RPG hře
Thesis title in English: Adaptive generated encounters in a rogue-like role-playing video game
Key words: procedurální generování obsahu|počítačové hry|hry na hrdiny
English key words: procedural content generation|computer games|role playing games
Academic year of topic announcement: 2021/2022
Thesis type: Bachelor's thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Vojtěch Černý
Author: Bc. Tomáš Guth Jarkovský - assigned and confirmed by the Study Dept.
Date of registration: 08.04.2022
Date of assignment: 08.04.2022
Confirmed by Study dept. on: 26.04.2022
Date and time of defence: 07.02.2023 09:00
Date of electronic submission:06.01.2023
Date of submission of printed version:06.01.2023
Date of proceeded defence: 07.02.2023
Opponents: RNDr. Tomáš Holan, Ph.D.
 
 
 
Guidelines
When creating a video game, it is desirable to provide the player with a fun and challenging experience. But whenever there are a lot of player choices and playstyle options, every playthrough will provide a different level of difficulty and enjoyment.

The goal of the thesis is to create an RPG dungeon crawling game in the Unity engine and introduce an algorithm for procedural generation of adequately difficult enemy encounters. This algorithm will run simulated battles to test the difficulty, taking into account the player's strengths and weaknesses, and adequately adjust the battle parameters. The game with the algorithm will be further evaluated by human players to measure their enjoyment and perceived difficulty.
References
FREIKNECHT, J., & EFFELSBERG, W.. Procedural generation of multistory buildings with interior.
BUCKLEW, B: Data-Driven Engines of Qud and Sproggiwood
SHAKER, Noor, Julian TOGELIUS and Mark J. NELSON. Procedural Content Generation in Games
VANHATUPA, Juha-Matti. Guidelines for personalizing the player experience in computer role-playing games
XUE, Su, Meng WU,John KOLEN, Navid AGHDAIE and Kazi A. ZAMAN. Dynamic Difficulty Adjustment for Maximized Engagement in Digital Games
 
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