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CONTROLLING RANDOMNESS: USING PROCEDURAL GENERATION TO INFLUENCE PLAYER UNCERTAINTY IN VIDEO GAMES

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Date Issued:
2015
Abstract/Description:
As video games increase in complexity and length, the use of automatic, or procedural, content generation has become a popular way to reduce the stress on game designers. However, the usage of procedural generation has certain consequences; in many instances, what the computer generates is uncertain to the designer. The intent of this thesis is to demonstrate how procedural generation can be used to intentionally affect the embedded randomness of a game system, enabling game designers to influence the level of uncertainty a player experiences in a nuanced way. This control affords game designers direct control over complex problems like dynamic difficulty adjustment, pacing, or accessibility. Game design will be examined from the perspective of uncertainty and how procedural generation can be used to intentionally add or reduce uncertainty. Various procedural generation techniques will be discussed alongside the types of uncertainty, using case studies to demonstrate the principles in action.
Title: CONTROLLING RANDOMNESS: USING PROCEDURAL GENERATION TO INFLUENCE PLAYER UNCERTAINTY IN VIDEO GAMES.
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Name(s): Fort, Travis, Author
McDaniel, Rudy, Committee Chair
University of Central Florida, Degree Grantor
Type of Resource: text
Date Issued: 2015
Publisher: University of Central Florida
Language(s): English
Abstract/Description: As video games increase in complexity and length, the use of automatic, or procedural, content generation has become a popular way to reduce the stress on game designers. However, the usage of procedural generation has certain consequences; in many instances, what the computer generates is uncertain to the designer. The intent of this thesis is to demonstrate how procedural generation can be used to intentionally affect the embedded randomness of a game system, enabling game designers to influence the level of uncertainty a player experiences in a nuanced way. This control affords game designers direct control over complex problems like dynamic difficulty adjustment, pacing, or accessibility. Game design will be examined from the perspective of uncertainty and how procedural generation can be used to intentionally add or reduce uncertainty. Various procedural generation techniques will be discussed alongside the types of uncertainty, using case studies to demonstrate the principles in action.
Identifier: CFH0004772 (IID), ucf:45386 (fedora)
Note(s): 2015-05-01
B.A.
Arts and Humanities, School of Visual Arts and Design
Bachelors
This record was generated from author submitted information.
Subject(s): procedural
games
uncertainty
design
algorithms
randomness
systems
generation
Persistent Link to This Record: http://purl.flvc.org/ucf/fd/CFH0004772
Restrictions on Access: public
Host Institution: UCF

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