Skip to main content

Witch Roundtable: Investigating PCG for Player Experience

  • Conference paper
  • First Online:
Frontier Computing (FC 2019)

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 551))

Included in the following conference series:

  • 89 Accesses

Abstract

This paper presents the PCG-based game: Witch Roundtable. Three steps of construct approach are applied in our algorithm. The issues of PGC of the puzzle game and non-puzzle game are different. Witch Roundtable is design by using unity game engine in our work. Three steps of the level generation are particular to create features like the props weight, gameplay design, and player-triggered. Witch Roundtable is a 3D video game with an original story to contribute to the domain of player experience research. The paper also presents the design goals and design context of the research environment, and provides a detailed overview of the procedural capabilities of Witch Roundtable.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 329.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Togelius, T., Kastbjerg, E., Schedl, D., Yannakakis, G.N.: What is procedural content generation? Mario on the borderline. In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, pp. 1–6, Bordeaux (2011)

    Google Scholar 

  2. Hendrikx, M., Meijer, S., Van Der Velden, J., Iosup, A.: Procedural content generation for games: a survey. ACM Trans. Multimedia Comput. Commun. Appl. (TOMM) 9(1), 1–22 (2013)

    Article  Google Scholar 

  3. Korn, O., Blatz, M., Rees, A., Schaal, J., Schwind, V., Görlich, D.: Procedural content generation for game props? A study on the effects on user experience. Comput. Entertain. (CIE) 15(2), 1–15 (2017)

    Article  Google Scholar 

  4. Volz, V., Schrum, J., Liu, J., Lucas, S.M., Smith, A., Risi, S.: Evolving mario levels in the latent space of a deep convolutional generative adversarial network. In: Proceedings of the Genetic and Evolutionary Computation Conference, Kyoto, Japan, 15–19 July 2018

    Google Scholar 

  5. Ripamonti, L.A., Mannalà, M., Gadia, D., Maggiorini, D.: Procedural content generation for platformers: designing and testing FUN PLEdGE. Multimedia Tools Appl. 76(4), 5001–5050 (2017)

    Article  Google Scholar 

  6. Togelius, J., Yannakakis, G.N., Stanley, K.O., Browne, C.: Search-based procedural content generation: a taxonomy and survey. IEEE Trans. Comput. Intell. AI Games 3(3), 172–186 (2011)

    Article  Google Scholar 

  7. Togelius, J., Yannakakis, G.N., Stanley, K.O., Browne, C.: Search-based procedural content generation. In: Proceedings of EvoApplications. LNCS, vol. 6024. Springer (2010)

    Google Scholar 

  8. Yannakakis, G.N., Togelius, J.: Experience-driven procedural content generation. IEEE Trans. Affect. Comput. (2011)

    Google Scholar 

  9. Rychnovsky, T.: Procedural generation of puzzle game levels. http://www.gamedev.net/page/resources/_/technical/game-programming/procedural-generation-of-puzzle-game-levels-r3862

  10. Smith, G., Othenin-Girard, A., Whitehead, J., Wardrip-Fruin, N.: PCG-based game design: creating Endless Web. In: Proceedings of the International Conference on the Foundations of Digital Games, 29 May–01 June 2012

    Google Scholar 

  11. Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games (Computational Synthesis and Creative Systems), 1st edn. Springer (2016)

    Google Scholar 

  12. Watkins, R.: Procedural Content Generation for Unity Game Development, Packt Publishing (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yi-Chun Liao .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liao, YC., You, JF., Chi, TL., Luo, YC., Hsiao, CH. (2020). Witch Roundtable: Investigating PCG for Player Experience. In: Hung, J., Yen, N., Chang, JW. (eds) Frontier Computing. FC 2019. Lecture Notes in Electrical Engineering, vol 551. Springer, Singapore. https://doi.org/10.1007/978-981-15-3250-4_26

Download citation

Publish with us

Policies and ethics