On Randomly Generated Content In Games 89
Thanks to Skotos.net for their article discussing randomly-generated content in videogames, in which the author discusses pioneering games with random elements, suggesting: "One of the reasons [classic RPG] Rogue was so popular (and spawned so many children) is due to its generation of random content." But he goes on to point out: "Computers don't have the imagination to make good puzzles... asking a computer to create an interesting puzzle is very similar to asking it to tell a story, make up a joke, or create a riddle." The suggested answer is game elements "placed randomly within the [linear] structure", but with recent random level-generating games such as Toe Jam & Earl III striking out, how far should randomness be taken in games?
Re:Another Game with pretty good Random Content (Score:2, Informative)
Re:Another Game with pretty good Random Content (Score:3, Informative)
Re:Another Game with pretty good Random Content (Score:3, Interesting)
Diablo was quite random. With the exception of "quest objectives" which were merely prefabs placed randomly within a dungeon, the entire dungeon, layout, entrances, exits, doors, rooms were randomly generated for each floor. (Which is why the savegame files could get up to about 15MB if I recall correctly.. hey, it was a big deal wh
Re:Another Game with pretty good Random Content (Score:1)
As for Diablo, essentially it's Nethack with flashy graphics and less character classes:) But that's not a bad thing. Nethack is a classic. It was the first roguelike I played, on my old 386/33 with a huge 120 meg hard driv
Re:Another Game with pretty good Random Content (Score:2)
Re:Another Game with pretty good Random Content (Score:3, Insightful)
First Diablo 1, which had both single pand multi player. In single player, you save the game and with it the full dungeon at any time and can reload it as well. Of course you then get back the exact same dungeon (AND monsters) as when you saved. One can at any time start a NEW game with the saved character though. It will then have a completely new dungeon.
In Diablo 1 multiplayer, you can't save the game. The character is sa
An Old Joke (Score:4, Insightful)
Paraphrasing, asking a computer to do level design is as bad as asking a level designer to do math.
This is one of those features that the marketing department loves ("Infinite Gameplay!"), but in practice almost always sucks. It's the rare game (Populous?) where random numbers can deliver a enjoyable level.
Re:An Old Joke (Score:2)
Re:An Old Joke (Score:4, Insightful)
When it comes to puzzles though they don't offer anything different from game to game. No, I don't consider maze levels to be "puzzles" -- they're merely tedious. Look at the Sokoban levels in Nethack 3.4 and up -- they're always the same, simply because writing a generalized puzzle generator for such a thing would be very difficult.
What Rogue/Nethack/etc have isn't graphics, it's gameplay. They're damned difficult, even for those who are good at them.
Re:An Old Joke (Score:2)
Maybe so, but it's been done [uni-trier.de], at least on a smaller scale.
Re:An Old Joke (Score:1)
Re:An Old Joke (Score:2)
Rouge-like games are the king of enjoyable gameplay - Nethack has been on my PC at home and work for the past.... hmmm... 17 years and I never get tired of playing it - for the past 14 years I've tried looking for a game quite as fun and random as Nethack.
I dunno, Falcon's Eye and other 3D versions of Nethack are, IMHO, the building blocks of a truly awsome game - give me a randomly generated 3D dungeon with combat control (like Quest for Glory 2) with a touch of management (like t
Re:An Old Joke (Score:3, Interesting)
Master of Magic is in my mind the holy grail of randomized level design. Mind you, it only had to deal with
Re:An Old Joke (Score:2, Interesting)
Offtopic, But check out diablo2 LOD 1.10 patch (probably still in public beta, I stopped following it).
Its mostly the same until you get to hell when they really upped the randomization. Now theres more random monsters that wernt even on the act before, each gaining some more random abilities.
Really adds onto the randomly desig
Re:An Old Joke (Score:2)
The reasoning was that many players would come from existing games which had already invested several years accumulating content.
These players would come to SWG, which is brand new, so it was necessary to "fill" it with content. The only way to do this without hiring a few thousand people to create content was to make it randomly generated.
While their work is quite technically impressive (their terrian generator got som
Re:An Old Joke (Score:2)
Mountains, mountains, mountains, mountans, swamps, swamps, swamps, swamps, swamps.
It was ALL the same. Games that had great partialy random terrain:
AO
AC2
SWG terrain sucked not because of "patterns" but because of the sameness of it all. You could run for miles and everything would look the same. The mountains came out of nowhere as did the valleys. No terrain could be like that in RL.
It is true that automaticly generated content cannot surpas the quality of handcrafted cont
Re:An Old Joke (Score:2)
Re:Worms and Scorched Earth (Score:1)
Did Worms have the ability to specify some general characteristics for the maps like Scorch [classicgaming.com] did?
Randomly generated content (Score:5, Interesting)
For anybody else who would like to take this up, since you could probably finish at least a "0.1" release before I turn back to this project personally, I would point out what is probably "the way" to do that sort of thing. The fundamental problem with modern roguelikes is they are too low-level, where "the dungeon" is an array describing what is there, and "the engine" just manipulates this. Thus, "the engine" is only capable of generating really low-level events, like "X killed Y".
To get a "plot" in place, you need to generate a much higher-level representation of the world to start with. You need to start with what "groups" are in place (cities, towns, nations), maybe run through a routine that does high-level generation of the map (placing these groups in cities, etc.), then iterate down to the next level where the groups are given relationships and placed in actual buildings, then iterate on the landscape again, then build actual people in the context of the groups, then build the place for the people, etc. When you're done, you'll have not only a map like a current Roguelike does, but also an engine with a much higher-level understanding of what the map actually has on it, allowing quests like "Get X out of the evil henchmen's building and return them to Y", etc.
(Alternatively, you can try to "grow" the land, starting by placing down the general landscape, then adding settlements and using some basic economic rules to govern how they grow and interact, then try to create the "game" at the end.)
Obviously in a Slashdot post I can't explain too much, but IMHO at least in the Open Source efforts I've seen (and even many commercial ones) this is the fundamental mistake I've seen made at the architecture level that prevents this stuff from working. It probably seems obvious after you've thought about it for a while but it apparently isn't. From here you can probably fill it out too. (If not, perhaps you should be thinking of something else to do.
One warning: You're going to need (or really wish you had) some actual Computer Science to pull this off well, specifically the study of expanding unrestricted grammars into final statements, which is essentially what this is, especially when it comes time to add links between the entities (for instance, antagonism between a "legitimate government" of a town and the underground theive's guild). It's not easy, but IMNSHO it's the only way likely to work.
I'm quite certain this is possible and I have a design half-sketched out, I just haven't had time to implement it until my other project becomes at least self-sustaining.
Re:Randomly generated content (Score:3, Interesting)
If you're not familiar with Propp or with structuralism, you really should be before you do any work on this project. The basic idea is that all stories of a given genre have a common core structure, and amount to filling i
Re:Randomly generated content (Score:3, Interesting)
Applying this to Propp's story-elements, randomisation won't help unless the story elements are really orthogonal, which Propp's weren't. I proposed a much more orthogonal breakdown in my Anti-Math [robotwisdom.com] notation system, but it's not rich enough for gaming yet.
Propp's 1927 scheme is one of many I tried to track in my
Re:Randomly generated content (Score:2, Informative)
There are some complicating elements - the ability to skip steps, which is crucial to Propp, and the ability to make flags that have the effect of not
Next big thing in FPS (Score:2)
Re:Next big thing in FPS (Score:1)
Obvious problems are that nethack is an RPG, and that dooms slope feature would be useless, but with a little work, it could all be integrated.
"quakehack", anyone?
Hi-res doom with 2 POVs piped to 3d glasses == very realistic 3d. In theory.
Care to flame me again, El?
Re:Next big thing in FPS (Score:2)
Well... no. /. ACs have become particularly nasty, vicious, and personal lately. I assumed it was because M$ and SCO flunkies had infiltrat
Your idea of making a hack to doom toimplement nethack random level generation is a good one... I hope you can get it to work.
I don't recall actually flaming you, but you were in my foes list because I perceived that you were flaming me. I may have responded to something you posted. If I have offended, I apologize. I share your perception that
SLIGE for Doom by Dave Chess (Score:5, Interesting)
I've never actually tried one of these levels myself, but it is automatically generated content for a game, pertinent to the thread. Imagine a pseudorandom (deterministic, repeatable) in-game SLIGE based on x and y coordinates, a garbage-collecting in-core map, and you could have infinite space to play in. The map keeps expanding in your direction of travel, and it gets thrown away behind you. (There would be some problems of course, especially with switches, objects, and monsters.)
Re:SLIGE for Doom by Dave Chess (Score:2)
This is actually one of the biggest potentials for FPS/RPG/MultiPlayer that I can think of. Not exactly random, but a form of optimization in mapping (i.e. ungenerated unless visited by *anyone* in game). Problem is, I think it would get tremendously big before some sort of forced wrap would have to occur.
For single player, I'd love to see a game that employed this concept into a mapping concept. Imagine an Unreal world that didn't force paths, but you could wander. Dead zones and "overbearing" zones
Re:SLIGE for Doom by Dave Chess (Score:2)
Re:SLIGE for Doom by Dave Chess (Score:2)
Re:SLIGE for Doom by Dave Chess (Score:2)
Somehow though, I'd like a game to focus more on "equal levels" of NPCs. If they di
Re:SLIGE for Doom by Dave Chess (Score:1)
My favourite mod for DOOM was one that took all the items in the level and randomly changed them into something else. You could pick the percentages if you wanted, so I'd change them mostly into barrels and sargents. You really didn't have to shoot much, they blew themselves up pretty good LOL
Re:SLIGE for Doom by Dave Chess (Score:2)
rRootage [asahi-net.or.jp] is another random game, though limited: a "boss only" space shooter, where big enemy motherships get created for your blasting pleasure.
Other similar ideas are a few games that generate games based on music...there was that one (unreleased in the USA?) for PSX, MOnster Rancher, a few others based on MP3...
Are we still waiting for FPS to "randomize" your opponents, mixing 'em the visual appearance enough so every game doesn't feel like a battle against the clone armi
Re:SLIGE for Doom by Dave Chess (Score:2)
Mission generation, etc (Score:4, Insightful)
The thing that really gets me, though, are games that are billed as 'open-ended', infinitely replayably, etc, that are instead cripplingly linear. (Republic : The Revolution is a great example of this - a game *crying out* for decent random mission generators, but instead has a lockstep set of objectives that you have to complete to advance ).
Randomly generated OS content (Score:5, Funny)
I guess it is all a game?
Nethack... (Score:4, Funny)
That game is such a classic, and it's mix of randomness and expected elements make it a fun, different experience every time. And while there exists that element of randomness (what will that scroll labelled FOOBIE BLETCH do?), you can always expect to find the Oracle and this level, or the entrance to the mines on one of these levels, etc.
In conclusion, Libya is a land of contrasts.
Thank you.
I know what FOOBIE BLETCH is! (Score:1)
SoFII (Score:2)
Re:SoFII (Score:1)
Castle of the Winds? (Score:1)
Reading the article, as I read about the trap doors, the randomly enchanted/cursed objects, the randomly generated levels/monsters/drops, Castle of the Winds immediately came to mind. I'm frankly extremely puzzled why they didn't list this on the site -- it's not exactly a new game.
Probably because (Score:2)
Re:Probably because (Score:1)
Randomy generated thoughts (Score:3, Informative)
Now some games (I guess like Diablo) are good enough so you're having fun as you're playing, rather than suffering for the sake of a later payoff. These are the kinds of games that can pull off random dungeon generation.
But talk to almost any serious RPG gamer and you'll hear randomly generated stuff sux. It's OK in the 50-floor-tower-of-leveling-up, but not in the main game.
No, it can be done right. (Score:3, Insightful)
There is only one pure level-up dungeon, the rest all have limitations and hard-coded stuff - ie the first dungeon will always have 7 floors, and it's associated quest will climax at that point. The floor layouts are always random, and in a roguelike game (where death is permanent) not having the same floorplan all the time is a
NOLF & NOLF2 (Score:1)
F-Zero X had random races (Score:3, Interesting)
Girlfriend (Score:5, Funny)
Re:Girlfriend (Score:2)
Course, I have a good strategy for winning with women...
"I agree dear."
"You're absolutely right dear."
Well, to me, winning = surviving + nookie + being able to zone out and think about other stuff - pride doesn't enter the equation
Re:Girlfriend (Score:5, Funny)
Re:Girlfriend (Score:2)
Re:Girlfriend (Score:2, Insightful)
That game is way way way to expensive.
It's a creativity issue. (Score:3, Insightful)
Compare this with a table game with five players and a DM for an ongoing game of AD&D (or other, insert your fav here) and you'll notice a truly _huge_ difference. Between the DM and the responses/actions of the other players, you have six people tossing out so much randomness a good DM actually spends a fair amount of energy keeping the game focused.
Perhaps one way around this problem for developers of computer-assisted (or just computer games, whatever) is to build into the game resources which mimic the random creativity a DM would supply during a table-top game. One way might be to supply with the game a database of random elements which could "happen" during any particular part/level/area of a game. Have the game engine check for triggers (events/times/states) which would allows for possible "random" insertion events.
For such a method to be successful though, the database would have to be large enough to seem truly random to the player (say BIG as in many,many possible random events.)
The Baldur's Gate PC game did try something like this in that when moving from city to city you might often be waylaid by some nasties, but that was mostly an annoying failure because it didn't seem to be random at all, IMO.
Re:It's a creativity issue. (Score:5, Insightful)
> at least not in the way humans _can_ be.
Oh, poppycock.
We humans have a very nice, cushy, arrogant view of human creativity. I see it in movies, where the humans win over the 'calculating machines' by creativity or love or some hogwash like that. Scifi's traditionally very bad about this as well.
My degree is in psychology with a tendency toward physiology. The brain is a deterministic machine -- or at least, as deterministic as anything else. This hypothesis is as strong as nearly anything else in science: it fits the data well, and has yet to be proven false.
A statement like "computers can't be creative" has the assumption (correct me if I'm wrong) that a deterministic, calculating, "pure-logic" machine like a computer isn't capable of producing the same level of creative work as a human. I would argue that a human is just as deterministic as a computer, though the calculation and logic functions in a very different fashion.
I say the problem is in the algorithms. I've seen properly trained computers draw brand new Picassos and compose fugues as good as anything from Bach. "Oh," the critics would say, "they're just taking the input data and modifying it and reproducing it."
Yes. Yes they are. And so are you. That's why we have a concept of 'inspiration.' Of 'derivative works.' That's why each song that's written, each house that's designed, isn't a completely new, off-the-wall creation. That's why we can categorize things into 'styles' and 'genres.'
A properly trained (read: programmed) computer could generate levels for your-game-of-choice that would be on par with a human designer. And chances are good the computer would take some directions that the human wouldn't have thought of.
By contrast, I doubt Bob off the street would design a very interesting level for Counterstrike. It's all in the input and training.
Re:It's a creativity issue. (Score:3, Insightful)
Keep poppy's cock outta this, please.
But seriously, here are some thoughts on your reply.
"We humans have a very nice, cushy, arrogant view of human creativity. I see it in movies, where the humans win over the 'calculating machines' by creativity or love or some hogwash like that. Scifi's traditionally very bad about this as well."
Hmm, that's rather out of left field. I didn't mention anything about scifi.
"My degree is in psychology with a tendency toward physiology. The brain is a
Re:It's a creativity issue. (Score:1)
Axiom 1. A human can take any turing machine and within a finite amount of time determine if it halts or not.
Theorem : Humans are not deterministic machines.
Proof:
See Turing.
Re:It's a creativity issue. (Score:1)
Axiom 1: He's wrong
Just as likely to be accepted as your axiom.
YAW.
Re:It's a creativity issue. (Score:2)
It's one thing to say that computers and brains are both deterministic. It's a VERY different matter, however, to conclude that they are both computationally equivalent.
DFAs, PDAs, and Turing machines are all deterministic models of comp
Yeah, sure. (Score:2)
Re:It's a creativity issue. (Score:1)
level designers have styles. i still drool under thoughts of some of the quake neo-gothic-industrial-xyz levels i loved fragging down. making an algorithm to emulate a style in level design is possible, albiet hard, but even the best of self training systems has difficulty generating its own styles.
before you even talk about style generati
Pre-compiled randomness (Score:3, Insightful)
But a problem with random content is that it can suck, like impossible nethack levels, etc., as the algorithms have no great sense of athstetics or any of the other abilities require to make 'good' levels. Designing algorithms to test for athstetics is also difficult, and probably only worth doing for a few cases.
The conclusing I came to was that algorithms could be used to pre-generate content (like maps, etc), in the sense of the "millions-of-monkeys" problem, except with a bit of focus. Algorithms would generate content (maps, shapes, etc.), and then the work would be filtered by the developers, and the good stuff made part of the game. The algorithms could also use some sort of learning to improve the generation process, similar to spam filtering - "this is spam" vs. "this is not spam" user-initiated filter improvement.
This sort of approach would really make small-shop game development easier, as would improving (and standardizing) content-production tools and processes.
Stupid question... (Score:1, Funny)
..stupid answer : "As far as possible!"
PlayStation 2 .Hack-Infestation generated content (Score:3, Interesting)
The game uses a randomly generated battle zone, with the random seed based on the name of the zone. The player selects the name of the zone by picking three keywords from three separate lists. This can be seen in more detail on gamefaqs .Hack keywords effects [gamefaqs.com]
While the zone weather, day/night, and element type are determined from the keywords, while the locations of enemies, scenery, and the dungeon entrance on the map appear to be random. They are consistent for each visit to the zone, so the RNG must be seeded from the combination of keywords. The dungeon maze within the zone is also randomly generated, by connecting various prerendered rooms by matching up doors. The level generator only needs to connect rooms so that the doors match up and rooms don't overlap. Rooms may have multiple doors, allowing for loops and dead-ends. Dungeons are multiple levels deep, controlled by the difficultly level of the zone.
Some keyword combinations are "special" and contain plot elements and bosses and/or cutscenes. These keywords combinations are revealed within the game, or by watching the related anime series.
Anyone remember Impossible Mission on the C64? (Score:1)
Re:Anyone remember Impossible Mission on the C64? (Score:1)
However, even they borrowed from the hack/rogue family of games.
Toejam and Earl III'srandom levels not new! (Score:3, Informative)
Right now we're not ready to just throw away... (Score:2)
Consider playing chess against a machine. Sometimes it can really feel like their is a plot-line behind the moves the machine is making. It seems to me that the same might be true of levels in games if people put as much effort into a random level generator as they pu
The 90% rule: (Score:1)
Most of these are going to be duller than a chisel made out of Play-doh. Some of them will be exceedingly bad or overly complicated. Some of them will be enjoyable, and a very
Darklands (Score:2, Interesting)
Randomness vs. AI (Score:2, Interesting)
So, what does random content bring to a game? At first glance, I would sa
More on Random Content (Score:2, Informative)
Creative?? (Score:1)
Seven Cities of Gold (Score:2)
They forgot Atari's "Adventure" for randomness (Score:2)
*PLUG* (Score:2)
It isn't about whether or not the output is "as good as" what a human can do. It's about the fact that games and art in general are patterns of symbols, and using computers to record and playback symbols and patterns that people create isn't very interesting to me. It's not that I think taking pictures or recording music or writing a story is bad, it's just that computers can do so m
which is why (Score:1)
for example:
Re:which is why (Score:1)
Re:which is why (Score:1)
Pseudo-randomly generated content... Daggorath (Score:1)
On the TRS-80 Color computer, Dungeons of Daggorath.
5 levels.
The total game was 8k. Not enough room to store all the information in there.
The dungeon was around 40x40. 5 floors.
each room taking one bit (is there a monster, is there a door north, is there a secret door north, etc), that would have meant 7.5k on a 8k cartridge.
Not very practical...
So instead, using a feature of the coco's random number generator (seeding it with a negative numb