Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla

Proseduraalinen pelisisällön luominen tarkoittaa pelisisällön luomisen automatisointia proseduraalisten metodien avulla. Niitä käyttämällä voidaan esimerkiksi vähentää pelin kehityksen aiheuttamia kustannuksia sekä luoda monipuolisempia kenttiä. Tämän tutkielman tavoitteena on tutustua erilaisiin ha...

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Päätekijä: Väisänen, Tomi
Muut tekijät: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Aineistotyyppi: Kandityö
Kieli:fin
Julkaistu: 2019
Aiheet:
Linkit: https://jyx.jyu.fi/handle/123456789/64034
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author Väisänen, Tomi
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Väisänen, Tomi Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Väisänen, Tomi Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Väisänen, Tomi
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description Proseduraalinen pelisisällön luominen tarkoittaa pelisisällön luomisen automatisointia proseduraalisten metodien avulla. Niitä käyttämällä voidaan esimerkiksi vähentää pelin kehityksen aiheuttamia kustannuksia sekä luoda monipuolisempia kenttiä. Tämän tutkielman tavoitteena on tutustua erilaisiin hakuperusteisiin metodeihin, joita voidaan käyttää luomaan luolastomaisia kenttiä peleihin. Tutkielman tuloksena huomattiin, että kenttien luomiseen joudutaan käyttämään useita eri metodeja. Lisäksi voidaan todeta, että proseduraalisesti luodut kentät eivät ainakaan vielä voi korvata huolella suunniteltuja kenttiä kaikissa tilanteissa, kuten pelitekniikoiden opettamisessa. Procedural game content creation is automating game content creation by using procedural methods. By using these methods developers can reduce the development costs and create diverse levels. The aim of this study is to explore search-based methods that can be used to create dungeonlike levels for videogames. In this study it was found that methods must be used with each other in order to create game levels. Also, it can be stated that procedural game levels cannot replace carefully crafted levels in games yet because they cannot for example teach the game mechanics as well to the player.
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spellingShingle Väisänen, Tomi Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla Tietotekniikka Mathematical Information Technology 602 pelit algoritmit luolastot huoneet digitaaliset pelit videopelit
title Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_full Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_fullStr Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_full_unstemmed Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_short Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_sort luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
title_txtP Luolastomaisten pelikenttien proseduuralinen luominen hakuperusteisilla metodeilla
topic Tietotekniikka Mathematical Information Technology 602 pelit algoritmit luolastot huoneet digitaaliset pelit videopelit
topic_facet 602 Mathematical Information Technology Tietotekniikka algoritmit digitaaliset pelit huoneet luolastot pelit videopelit
url https://jyx.jyu.fi/handle/123456789/64034 http://www.urn.fi/URN:NBN:fi:jyu-201905172661
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