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  <title>OAR@UM Collection:</title>
  <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/70138" />
  <subtitle />
  <id>https://www.um.edu.mt/library/oar/handle/123456789/70138</id>
  <updated>2026-05-02T13:46:44Z</updated>
  <dc:date>2026-05-02T13:46:44Z</dc:date>
  <entry>
    <title>Orchestrating the generation of game facets via a model of gameplay</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/70321" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/70321</id>
    <updated>2021-03-04T06:20:01Z</updated>
    <published>2020-01-01T00:00:00Z</published>
    <summary type="text">Title: Orchestrating the generation of game facets via a model of gameplay
Abstract: Computer games are media that weave together many different facets. When&#xD;
the design of games is supported by the automatic creation of game content, a&#xD;
multidisciplinary approach would be expected. Yet, many approaches to procedural content generation tend to focus on a single facet at a time, assuming that&#xD;
a human game designer will guarantee a suitable context. The systems that do&#xD;
create multiple types of content usually rely on expensive game simulations to&#xD;
evaluate their quality and complementarity. However, the complexity of modern&#xD;
games increases the runtime of these simulations to such a degree that at some&#xD;
point this approach becomes infeasible.&#xD;
This thesis proposes a framework for the procedural generation of the level&#xD;
and ruleset components of games via a model of gameplay that can act as a&#xD;
surrogate for expensive game simulations. By combining the level and ruleset&#xD;
components as input and gameplay outcomes as output, deep learning is used&#xD;
to construct a mapping between three different facets of a game. This thesis&#xD;
argues that the learned mapping enables the model to identify the synergies&#xD;
between these facets, which can be used to orchestrate the generation of both&#xD;
level and rules towards desired gameplay outcomes. The experiments support&#xD;
this by demonstrating the ability of a search-based generative approach that&#xD;
uses a surrogate model for quality evaluation to adapt players’ character classes,&#xD;
levels, or both towards designer-specified targets in the domain of shooter games.&#xD;
The findings demonstrate that the proposed method of game facet orchestration&#xD;
can produce improved designs of both facets without the use of simulations and&#xD;
makes less changes to an initial design than traditional single-facet methods.
Description: PH.D.</summary>
    <dc:date>2020-01-01T00:00:00Z</dc:date>
  </entry>
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