tag:blogger.com,1999:blog-2208890564265615027.post8234982726592968636..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: The Death of the Level Designer: Procedural Content Generation in Games - Part FiveAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2208890564265615027.post-42161276501180148482009-11-25T08:39:59.378+11:002009-11-25T08:39:59.378+11:00There's a much better work around for this hal...There's a much better work around for this halting problem: don't generate maps you'll have to reject.<br /><br />But we're rejecting them when they lack connectivity.<br /><br />The solution is to make the connectivity first instead of carving it out later. Instead of this fractal origin business choose your areas and then generate the map around that.<br /><br />We haven't got any trouble making mazes that have a guaranteed path through and it's not a particularly challenging task to require that points in the maze be reachable at certain times if you've got the connectivity mapped out beforehand.<br /><br />But maybe you go into that in later articles :bShokuhttps://www.blogger.com/profile/12107696954466417617noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-76384952177937651052008-10-19T13:08:00.000+11:002008-10-19T13:08:00.000+11:00Hi. You seem to have used the same link for both t...Hi. You seem to have used the same link for both the Bungie and Valve links about heat maps.Unknownhttps://www.blogger.com/profile/02579402194823133405noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-88783346008683942522008-01-28T17:19:00.000+11:002008-01-28T17:19:00.000+11:00Part six is up.Part six is up.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-85303529766917412032008-01-26T10:39:00.000+11:002008-01-26T10:39:00.000+11:00Amazing series Andrew! Looking forward to the sixt...Amazing series Andrew! Looking forward to the sixth part!<BR/><BR/>I must say that I totally agree with you that procedural plot generation will be a giant leap forward, but not dwelling into the details - generating _really interesting_ plot is much more difficult task than generating a level or a texture for example. The point is when you've got 100 textures of rusty metal generated - most of them will look ok. But 100 stories (plots) generated. What if most of them will be just boring? How can you detect these degenerate stories? :) You have to let computer to rate them? :) What will be the rules of ratings, what will be the algorithm? Damn, finding out if story is interesting or not is just really another thing than finding out a path on a level!<BR/>I wonder - do you believe that this thing is solvable without having a _real_ artificial intelligence? And if we imagine a future with real AI created - it will allow really new ways of development - I guess you won't need to mess with code then, you will talk with AI in human language instead and _he_ will make a final program for you, and so do he will rate stories.<BR/>Anyway, I've got too far :) Looking forward to your thoughts in Part 6!Alexander (VaderSB) Samarinhttps://www.blogger.com/profile/10909036093716811829noreply@blogger.com