A Framework for Massively Multiplayer Online Game Content Generation
Tiago Alves
Jorge Coelho
30th IEEE International Conference on Advanced Information Networking and Applications (AINA-2016)
Contents
Problem
    Goals of successful MMOG
    Our approach
    Case study
    Conclusions
Problem
Design and production of MMO game worlds
- Effort
- Costs
- Impracticable for indie teams
- Reinventing the wheel
Goals of successful MMOG
    - encourage exploration
- resources distribution
- unfamiliar
- world replication
        
Approach
    generate game worlds based on previously defined set of rules joining the benefits of procedural generation with manual art work creation
Approach
    - world based constraints
- block based constraints
Approach
    Modular
    - rule-based-map-generator
- blocker
Approach
    rule-based-map-generator
    - world generation
- constraint satisfaction
- handles world expansions seamlessly
- multiple strategies
- pluggable rules
Approach
    blocker
    - network layer on top of rule-based-map-generator
- communication between the server and its clients
- event based communication
- multiple rooms
Case study
    H1Z1 game
    - open-world survival MMO game
- explore to collect resources
- survive enemies and other players
- take advantage of buildings
- points of interest are well distributed
Case study - World definition
    Blocks
    
        
Case study - World definition
    world constraints
    - initial size: 10 units
- horizontal boundaries: 40 units
- vertical boundaries: 40 units
- map center: vehicles spawn
Case study - World definition
    block constraints
    - Car spawning locations are apart from other car spawn locations by at
        least 10 map units and apart from gas stations by at least 7 map units
- Gas station are apart from other gas station by at least 5 units
- ...
 Water wells should be in short number so they should be no more than
3% of the whole map
 Gas stations should be in short number so they should be no more than
1% of the whole map -->
    
Conclusions
    Strengths
    - reduce development effort
- flexible
- different needs
- room to improve
- different contexts
Conclusions
    possible extensions
    - blocks with different sizes
- more communication protocols
- decision besides seed value
 
        
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A Framework for Massively Multiplayer Online Game Content Generation
Tiago Alves
Jorge Coelho
30th IEEE International Conference on Advanced Information Networking and Applications (AINA-2016)