{"title":"A constructive approach to strategy game map generation","authors":"Emre Önal, Abdullah Bulbul","doi":"10.1016/j.entcom.2024.100886","DOIUrl":null,"url":null,"abstract":"<div><div>Designing strategy games poses unique challenges due to the complicated nature of the genre where balancing game elements is a major concern. Maps in strategy games commonly contain elements such as resources to gather and buildings with different capabilities, playing a crucial role in the game life cycle. Resource and base placements must be done carefully. It is difficult to design maps manually and even harder to design multiple variations. This study presents a method for procedurally creating strategy game maps. A strategy game was developed and used as a test-bed for the study. A constructive approach is followed in the main steps of the algorithm design and a novel procedural noise function is used together with a uniform stratified sampling method to create and distribute the resources. Then eligible base locations are detected and scored according to a fitness function that defines how favorable a location is. These scores are used to place bases appropriately. The algorithm is evaluated using simulations and a small-scale user study is conducted at the end. The proposed method is capable of creating playable, diverse, and fair maps and is fast enough to work at runtime.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100886"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124002544","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Designing strategy games poses unique challenges due to the complicated nature of the genre where balancing game elements is a major concern. Maps in strategy games commonly contain elements such as resources to gather and buildings with different capabilities, playing a crucial role in the game life cycle. Resource and base placements must be done carefully. It is difficult to design maps manually and even harder to design multiple variations. This study presents a method for procedurally creating strategy game maps. A strategy game was developed and used as a test-bed for the study. A constructive approach is followed in the main steps of the algorithm design and a novel procedural noise function is used together with a uniform stratified sampling method to create and distribute the resources. Then eligible base locations are detected and scored according to a fitness function that defines how favorable a location is. These scores are used to place bases appropriately. The algorithm is evaluated using simulations and a small-scale user study is conducted at the end. The proposed method is capable of creating playable, diverse, and fair maps and is fast enough to work at runtime.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.