Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272953
A. M. Zorrilla, B. G. Zapirain, J. Eskubi-Astobiza, L. Fernandez-Cordero
This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the highest level of satisfaction in both groups in the game involving Sphero. In terms of effectiveness of activities for this profile of participant as interventions the results reveal that driving and care activities do show an adequate response, though with worse results related to memory.
{"title":"Sphero as an interactive tool in computer games for people with ID","authors":"A. M. Zorrilla, B. G. Zapirain, J. Eskubi-Astobiza, L. Fernandez-Cordero","doi":"10.1109/CGames.2015.7272953","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272953","url":null,"abstract":"This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the highest level of satisfaction in both groups in the game involving Sphero. In terms of effectiveness of activities for this profile of participant as interventions the results reveal that driving and care activities do show an adequate response, though with worse results related to memory.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115703713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272966
Drew McPheron
Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law. The topic of video gaming accessibility is especially important in today's age with the disabled population rising. It is important to not let the disabled be left out of the enjoyment of video games.
{"title":"Video gaming accessibility","authors":"Drew McPheron","doi":"10.1109/CGames.2015.7272966","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272966","url":null,"abstract":"Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law. The topic of video gaming accessibility is especially important in today's age with the disabled population rising. It is important to not let the disabled be left out of the enjoyment of video games.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"166 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123980478","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272958
R. Beveridge, David Marshall, Shane Wilson, D. Coyle
Motion Onset Visually Evoked Potentials (mVEPs) are elicited by visual stimuli that offer a more elegant, less fatiguing visual presentation than other stimuli used in visual evoked potentials (VEPs) studies. mVEP for use in brain computer interface (BCI) video gaming offer users a pleasant presentation environment to play video games. Modern, commercially available video games are a popular form of entertainment offering visually compelling, dynamic and graphically complex environments. However, most popular games exhibit visually fatiguing properties such as moving, flashing imagery and complex 3D shapes which may hinder accuracies of certain BCI paradigms. Because mVEP relies on motion visual stimulus rather than flashing imagery, it may be more apposite for use within complex game environments than other VEPs such as P300 and SSVEP. In this study we investigate the potential impact of varying levels of graphical fidelity from commercially available video games within an mVEP BCI control scheme. Building on a previous study, which investigated simplistic 3D based game levels, the current study investigates increased visual complexity in commercially available games from five different generations of gaming console and from different genres. We compared the visual effects of each of the five games on mVEP detection accuracy and found some of the more primitive properties of video games such as the use of primary colours, dynamic character movement, flashing imagery and the pace of the games have an influence on detection accuracies. These findings provide information relevant to design of a mVEP BCI game which is visually appealing to a wide range of users whilst maintaining mVEP accuracies.
{"title":"Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games","authors":"R. Beveridge, David Marshall, Shane Wilson, D. Coyle","doi":"10.1109/CGames.2015.7272958","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272958","url":null,"abstract":"Motion Onset Visually Evoked Potentials (mVEPs) are elicited by visual stimuli that offer a more elegant, less fatiguing visual presentation than other stimuli used in visual evoked potentials (VEPs) studies. mVEP for use in brain computer interface (BCI) video gaming offer users a pleasant presentation environment to play video games. Modern, commercially available video games are a popular form of entertainment offering visually compelling, dynamic and graphically complex environments. However, most popular games exhibit visually fatiguing properties such as moving, flashing imagery and complex 3D shapes which may hinder accuracies of certain BCI paradigms. Because mVEP relies on motion visual stimulus rather than flashing imagery, it may be more apposite for use within complex game environments than other VEPs such as P300 and SSVEP. In this study we investigate the potential impact of varying levels of graphical fidelity from commercially available video games within an mVEP BCI control scheme. Building on a previous study, which investigated simplistic 3D based game levels, the current study investigates increased visual complexity in commercially available games from five different generations of gaming console and from different genres. We compared the visual effects of each of the five games on mVEP detection accuracy and found some of the more primitive properties of video games such as the use of primary colours, dynamic character movement, flashing imagery and the pace of the games have an influence on detection accuracies. These findings provide information relevant to design of a mVEP BCI game which is visually appealing to a wide range of users whilst maintaining mVEP accuracies.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"31 13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114423871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272957
David Marshall, R. Beveridge, Shane Wilson, D. Coyle
Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71% (5 class classification chance accuracy is 20%). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75%).
{"title":"Interacting with multiple game genres using Motion Onset Visual Evoked Potentials","authors":"David Marshall, R. Beveridge, Shane Wilson, D. Coyle","doi":"10.1109/CGames.2015.7272957","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272957","url":null,"abstract":"Motion Onset Visually Evoked Potentials (mVEPs) allow users to interact with technology using non-visually fatiguing stimuli in a Brain Computer Interface (BCI). This study employs mVEP in an onscreen controller and evaluates players' ability to use mVEP for online gameplay with games from three different genres namely action, puzzle and sports. The onscreen controller consists of five mVEP stimuli that are presented as buttons to allow the participant to choose from five different actions in each game. The performance was assessed based on online BCI accuracy and game score for each game. Results indicate that the players could control the games with an average online accuracy of 71% (5 class classification chance accuracy is 20%). The results also suggest that the use of the mVEP controller with a detailed environment and stimulating feedback in the form of an action game helped to attain the highest online accuracy (75%).","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114660249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272972
Curtis L Gittens, Jemar Greaves
How diseases spread and their virility in human populations is the fundamental purpose of epidemiology. Historically, human behavior has been intricately linked with the spread of infectious diseases. Models to study human behavior in the context of epidemics usually concentrate on judging the effectiveness of various institutionally enforced public health measures such as school closures, not how the individuals themselves respond to the outbreak. Using a simulated or virtual environment that incorporates human behavior holds promise as a useful modelling tool. The “corrupted blood” incident that occurred in the Massive Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft led to the first large-scale, unplanned virtual epidemic in a game world. This event underscored the fact that MMORPGs can be used to study epidemiological events. Using BrowserQuest, we designed a disease management and dissemination system (DiMANDS) that monitors interactions and triggers infection events - using nonplayer characters (NPCs) as a human proxies - to spread a disease among a virtual population. The rate of infection in the NPC population was logged and a susceptible-infected-recovered (SIR) graph was generated. Our results showed that our SIR graph is similar to other simulation techniques, and further strengthens the possibility of using MMORPGs as an epidemiological simulation tool.
疾病如何在人群中传播及其生殖力是流行病学的基本目的。历史上,人类的行为与传染病的传播有着错综复杂的联系。研究流行病背景下人类行为的模型通常侧重于判断各种制度性公共卫生措施(如关闭学校)的有效性,而不是个人本身如何应对疫情。使用包含人类行为的模拟或虚拟环境有望成为一种有用的建模工具。发生在大型多人在线角色扮演游戏(MMORPG)《魔兽世界》(World of Warcraft)中的“腐败之血”事件,导致了游戏世界中第一次大规模、计划外的虚拟流行病。这一事件强调了mmorpg可以用于研究流行病学事件的事实。使用BrowserQuest,我们设计了一个疾病管理和传播系统(DiMANDS),该系统监测互动并触发感染事件——使用非玩家角色(npc)作为人类代理——在虚拟人群中传播疾病。记录NPC人群的感染率并生成易感-感染-恢复(SIR)图。我们的结果表明,我们的SIR图与其他模拟技术相似,并进一步加强了使用mmorpg作为流行病学模拟工具的可能性。
{"title":"Transforming BrowserQuest into an epidemiological tool for modelling disease dissemination","authors":"Curtis L Gittens, Jemar Greaves","doi":"10.1109/CGames.2015.7272972","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272972","url":null,"abstract":"How diseases spread and their virility in human populations is the fundamental purpose of epidemiology. Historically, human behavior has been intricately linked with the spread of infectious diseases. Models to study human behavior in the context of epidemics usually concentrate on judging the effectiveness of various institutionally enforced public health measures such as school closures, not how the individuals themselves respond to the outbreak. Using a simulated or virtual environment that incorporates human behavior holds promise as a useful modelling tool. The “corrupted blood” incident that occurred in the Massive Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft led to the first large-scale, unplanned virtual epidemic in a game world. This event underscored the fact that MMORPGs can be used to study epidemiological events. Using BrowserQuest, we designed a disease management and dissemination system (DiMANDS) that monitors interactions and triggers infection events - using nonplayer characters (NPCs) as a human proxies - to spread a disease among a virtual population. The rate of infection in the NPC population was logged and a susceptible-infected-recovered (SIR) graph was generated. Our results showed that our SIR graph is similar to other simulation techniques, and further strengthens the possibility of using MMORPGs as an epidemiological simulation tool.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"294 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122159036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272965
Yi Li, Adel Said Elmaghraby, E. Sokhadze
Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.
{"title":"Designing immersive affective environments with biofeedback","authors":"Yi Li, Adel Said Elmaghraby, E. Sokhadze","doi":"10.1109/CGames.2015.7272965","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272965","url":null,"abstract":"Serious games have been recognized in many application areas such as heath, education and training. Designing interactive games responsive to user emotions improves their effectiveness and user acceptances. A major factor in user interaction is the emotional reaction to game scenarios, which has motivated us to analyze immersive games using biofeedback. In this article, a graph-based model is presented to design interactive games in a systematic way. This model is combined with biofeedback such as autonomic nervous system variables to evaluate user emotional reaction to different stimuli. The analysis should be used as a guiding principle for designing serious games. Oculus Rift DK2 is used in experiments to provide immersive virtual reality with affective scenarios. The experiments demonstrate the ability to induce measurable and differentiate emotions.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125437887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272963
David Maung, R. Crawfis
Procedural content generation for games often uses tile sets. Tilings generated with tile sets are equivalent to pictures generated from a fixed alphabet of characters such as those explored in the area of vision. Formal languages over pictures and their methods of definition such as 2D regular expressions, automata, and array grammars are directly applicable to generation of tilings using finite tile sets. Though grammars such as string grammars, L-systems, and graph grammars have been explored and found useful for the definition of certain content, formal methods have mostly been ignored. We introduce 2D regular expressions and array grammars as generators. We reason about the theoretical capability of these constructs and develop some practical use cases for their application in procedural content generation for games. One area lacking with a search based approach to procedural content generation is an enumeration of all possible tilings that can be generated. We show that 2D regular expressions can be used for enumeration.
{"title":"Applying formal picture languages to procedural content generation","authors":"David Maung, R. Crawfis","doi":"10.1109/CGames.2015.7272963","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272963","url":null,"abstract":"Procedural content generation for games often uses tile sets. Tilings generated with tile sets are equivalent to pictures generated from a fixed alphabet of characters such as those explored in the area of vision. Formal languages over pictures and their methods of definition such as 2D regular expressions, automata, and array grammars are directly applicable to generation of tilings using finite tile sets. Though grammars such as string grammars, L-systems, and graph grammars have been explored and found useful for the definition of certain content, formal methods have mostly been ignored. We introduce 2D regular expressions and array grammars as generators. We reason about the theoretical capability of these constructs and develop some practical use cases for their application in procedural content generation for games. One area lacking with a search based approach to procedural content generation is an enumeration of all possible tilings that can be generated. We show that 2D regular expressions can be used for enumeration.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126851907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272967
Nicole Kosoris, J. Chastine
Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well as game design to discover whether a mobile platform with Augmented Reality game elements could have a greater effect on user health behavior than a platform with no ties to the physical world. We created a game (Imaginary Dragon) which allowed the user to care for a virtual pet by engaging in short breaks from sedentary activity. In a short term 30 person study, users indicated a strong preference for the game that contained AR elements. In a longer term study of 15 participants, it was found that the game with AR elements was used approximately ten times more than the game without AR elements.
{"title":"A study of the correlations between Augmented Reality and its ability to influence user behavior","authors":"Nicole Kosoris, J. Chastine","doi":"10.1109/CGames.2015.7272967","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272967","url":null,"abstract":"Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well as game design to discover whether a mobile platform with Augmented Reality game elements could have a greater effect on user health behavior than a platform with no ties to the physical world. We created a game (Imaginary Dragon) which allowed the user to care for a virtual pet by engaging in short breaks from sedentary activity. In a short term 30 person study, users indicated a strong preference for the game that contained AR elements. In a longer term study of 15 participants, it was found that the game with AR elements was used approximately ten times more than the game without AR elements.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131271087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272961
T. Wareham, Scott Watson
Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to explore algorithmic options for efficiently evaluating the playability of and generating playable groups of enhanced agents that are capable of exchanging items and facts with each other and human players. Our results show that neither of these problems can be solved both efficiently and correctly either in general or relative to a surprisingly large number of restrictions on enhanced agent structure and gameplay. We also give the first restrictions under which the playability evaluation problem is solvable both efficiently and correctly.
{"title":"Exploring options for efficiently evaluating the playability of computer game agents","authors":"T. Wareham, Scott Watson","doi":"10.1109/CGames.2015.7272961","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272961","url":null,"abstract":"Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to explore algorithmic options for efficiently evaluating the playability of and generating playable groups of enhanced agents that are capable of exchanging items and facts with each other and human players. Our results show that neither of these problems can be solved both efficiently and correctly either in general or relative to a surprisingly large number of restrictions on enhanced agent structure and gameplay. We also give the first restrictions under which the playability evaluation problem is solvable both efficiently and correctly.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"250 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122966185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-07-27DOI: 10.1109/CGames.2015.7272964
P. Kim, R. Crawfis
In this paper, the quest for the perfect perfect-maze is performed over the search space of perfect mazes using an approach of search-based procedural content generation. Perfect maze construction is rather random with little to no control of the final product. We propose a search-based framework based on attributes or metrics of a constructed maze to provide a foundation for evaluation functions (fitness functions). Since the meaning of “perfect” is subjective and different for every designer, we allow designers to construct their own evaluation function to generate the best maze. We have also analyzed each metric's space on an exhaustive enumeration of small-sized mazes to determine allowable, and perhaps desirable, ranges for each metric. Using these metrics, an evaluation function is constructed to search for the “best” maze.
{"title":"The quest for the perfect perfect-maze","authors":"P. Kim, R. Crawfis","doi":"10.1109/CGames.2015.7272964","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272964","url":null,"abstract":"In this paper, the quest for the perfect perfect-maze is performed over the search space of perfect mazes using an approach of search-based procedural content generation. Perfect maze construction is rather random with little to no control of the final product. We propose a search-based framework based on attributes or metrics of a constructed maze to provide a foundation for evaluation functions (fitness functions). Since the meaning of “perfect” is subjective and different for every designer, we allow designers to construct their own evaluation function to generate the best maze. We have also analyzed each metric's space on an exhaustive enumeration of small-sized mazes to determine allowable, and perhaps desirable, ranges for each metric. Using these metrics, an evaluation function is constructed to search for the “best” maze.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128712840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}