Publication | Closed Access
Pose-Guided Level Design
16
Citations
48
References
2019
Year
Unknown Venue
Game AiEngineeringField RoboticsComputer-aided DesignStructural OptimizationVirtual RealitySynthesizing LevelsKinematicsRobot LearningComputational GeometryGeneral Game PlayingGame DesignPose-guided Level DesignGeometry ProcessingGeometric ModelingDesignMotion SynthesisComputer EngineeringGame AnalyticsComputer SciencePhysical ExperienceStructure From MotionGamesPhysically Based AnimationGame LevelsNatural SciencesExtended RealityHuman MovementShape ModelingRobotics
Player's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is difficult and tedious, as it is typically done manually by level designers on a trial-and-error basis. In this paper, we propose a novel approach for automatically synthesizing levels for motion-based games that can achieve desired physical movement goals. By formulating the level design problem as a trans-dimensional optimization problem which is solved by a reversible-jump Markov chain Monte Carlo technique, we show that our approach can automatically synthesize a variety of game levels, each carrying the desired physical movement properties. To demonstrate the generality of our approach, we synthesize game levels for two different types of motion-based games and conduct a user study to validate the effectiveness of our approach.
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