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Generation and Analysis of Graph Structures with an Application to Generate<br />

Levels (Turn Based Patroller-Intruder Games)<br />

David Power and Colm O’Riordan<br />

CIRG, <strong>NUI</strong>, <strong>Galway</strong><br />

d.power1@nuigalway.ie, colm.oriordan@nuigalway.ie<br />

Abstract<br />

This project focuses on automatically testing game<br />

content and consequently designing a tool which<br />

automatically generates game content. This research is<br />

relevant to current game design techniques as it<br />

reduces game testing times and allows for quick<br />

generation of content.<br />

1. Introduction<br />

Current game design fundamentals include<br />

conceptualising a game, planning how this shall be<br />

accomplished, executing this plan, testing the results<br />

and then refining the game [1]. This can be a long<br />

process along with extensive testing needed to be<br />

performed before a game can be completed. One way<br />

for the testing time to be reduced would be to develop<br />

automated testing of the game that could occur during<br />

all levels of the design stage.<br />

Another way to decrease the length of game design<br />

would be to automate level design. This is especially<br />

useful for genres like patrol games, FPS (<strong>First</strong> Person<br />

Shooter), RTS (Real Time Strategy), where levels are<br />

often quite similar with just small changes in terrain<br />

allowing for different gaming experiences. If the<br />

properties of a level were analysed, then levels could be<br />

generated automatically allowing for much more game<br />

content, increasing longevity and enjoyability for users.<br />

In this research, the domain of patrol games is used<br />

develop ways of testing levels automatically and<br />

generating levels automatically based on the results. A<br />

patrol game involves an intruder agent and one or more<br />

patroller agents [2]. The intruder is inserted into a<br />

predefined area in a level and then must make its way<br />

towards another predefined area in the level known as<br />

the goal. The patrollers are constantly patrolling the<br />

level on predetermined paths trying to find the intruder.<br />

An intruder success is when it reaches the goal area<br />

while a failure occurs when a patroller and an intruder<br />

cross paths.<br />

2. Simulator Model<br />

The graphs being tested by the simulator correspond<br />

to levels of a 2D turn based, node based, patrollerintruder<br />

game. A level is represented as an adjacency<br />

matrix and all possible pathways through the graph are<br />

calculated by brute force. The simulator then randomly<br />

generates paths for both the intruder and patroller. The<br />

simulator plays the two agents against each other and<br />

records either a success or failure depending on the<br />

outcome. If the result is a failure, the positions of the<br />

3<br />

agents at failure are also recorded. The agents are<br />

competed against each other for a large sample of<br />

randomly generated paths. The ratio of successes to<br />

failures will show the level of difficulty of the graph.<br />

3. Current Work<br />

By recording the frequency of failure localised to<br />

each node with respect to the total number of failures<br />

occurring throughout the simulation we hope to identify<br />

certain graph characteristics. The levels of difficulty<br />

each of these characteristics bring to a graph need to<br />

documented and assigned and influence value.<br />

The main characteristics identified so far that<br />

influence graphs are connectivity, choke points, chains,<br />

dead ends and small cycles. Choke points for instance<br />

severely restrict pathways through an area of the maze<br />

making safe navigation for the intruder more difficult.<br />

4. Future Work<br />

Using the values described above, we hope to be<br />

able to generate new graphs within a certain level of<br />

difficulty. This will be accomplished by evaluating<br />

different sections of graph and using genetic algorithms<br />

to form a totally new graph from constituent parts.<br />

Furthermore we hope to run these newly generated<br />

graphs through another simulator (3D real time game)<br />

created by a colleague [3]. By comparing the results of<br />

the two simulators we will see if the same<br />

characteristics and values identified in the 2D turn<br />

based environment, hold true for the 3D real time<br />

environment.<br />

5. References<br />

[1] Chris Crawford, The Art of Computer Game Design,<br />

Osborne/McGraw-Hill, Berkeley, CA, 1984<br />

[2] Amigoni, F.; Basilico, N.; Gatti, N.; Saporiti, A.; Troiani,<br />

S.; "Moving game theoretical patrolling strategies from theory<br />

to practice: An USARSim simulation," Robotics and<br />

Automation (ICRA), 2010 IEEE International Conference on ,<br />

vol., no., pp.426-431, 3-7 May 2010<br />

[3] Costello, F. and O’Riordan, C. “An Approach to Providing<br />

Feedback at the Design Phase in Game Authoring Tools”.<br />

GAME-ON 2009: 10 th International Conference on Intelligent<br />

Games and Simulations (ed. Linda Breitlauch). Mediadesign<br />

Hochschule Dusseldorf and EUROSIS, pp 20-23.

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