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On Randomly Generated Content In Games

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?

89 comments

  1. Another Game with pretty good Random Content by Alliante · · Score: 0, Redundant

    Try Diablo and Diablo II.

    Some of the dungeons were all consistent in feel, but almost always random each time you played the game. Though they're just crawlers.

    1. Re:Another Game with pretty good Random Content by Vaevictis666 · · Score: 2, Informative

      Gee, and it's not like they didn't ACTUALLY MENTION these in the article or anything... Dare I Quote: In fact, it would be pretty easy to argue that modern games such as Diablo2 were extended variants of the Rogue family.

    2. Re:Another Game with pretty good Random Content by NickFusion · · Score: 0, Insightful

      Feh. Random monster spawns do not a random dungeon make. The geometry of the levels was always the same, just the spawns were (semi) random.

      --
      What were you expecting?
    3. Re:Another Game with pretty good Random Content by HanClinto · · Score: 3, Informative

      Geometry was the same for the SAME CHARACTER, but when you switch characters (or games), it re-generates the level. There are several locations in the games that are hard-coded, but often how to get to those places are dynamic.

    4. Re:Another Game with pretty good Random Content by Cecil · · Score: 2, Interesting

      Uh. Not in Diablo. I don't know about Diablo II, as I tried it briefly and considered it a boring rehash of Diablo and promptly abandoned it in favour of more interesting games.

      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 when we only had a 1 gig harddrive)

      The only thing it lacked was random quests. It had a okay number of pre-built quests, though, and gave you a random selection of them each time you played. Definitely got stale after awhile though.

    5. Re:Another Game with pretty good Random Content by Babbster · · Score: 0, Offtopic

      Give parent +1 for being right and parent's parent -2 for being just plain wrong.

    6. Re:Another Game with pretty good Random Content by Goldberg's+Pants · · Score: 1

      MORE games should have random elements I think. I remember WAY back around 1991 or so when Lotus 3 came out on the Amiga, there was a random track generator that worked pretty well. I would LOVE to see a feature like that in a modern racing game. (Hell, even an easy to use track editor).

      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 drive:) The saves got pretty damn big if you made it all the way down.

      There is no such thing as too much randomness in games as long as the code is sensible and works within well defined limits. (Which is of course how it'd be done. So you won't suddenly find it snowing in the dungeon for example:))

      I say MORE RANDOM STUFF! Random tracks in racing games, random dungeons in RPG's... MORE MORE MORE!

    7. Re:Another Game with pretty good Random Content by Pofy · · Score: 1

      Actually, the elements you mentioned as random does not at all inflate the save file. The save file (for single player) only save changes between the initial state of the dungeon and the current. Basically it means saving only the stats of monsters that changes (and unfortunately a few such is NOT saved). It do inflate the save files some of course but when you reload, the game recreates the full dungeon from the initial seed used to create it (which is saved) and then when placing the monsters (and items which each also is saved as the initial seed for it) it will recreate them but update for the saved state changes. That actually makes the save files very compact.

    8. Re:Another Game with pretty good Random Content by Pofy · · Score: 2, Insightful

      Lets sort this out and correct your statement that only monster spawns are random.

      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 saved when you leave the game (and actually regulary when you play as well). When entering a new game, you will get a completely new dungeon as well.

      So in Diablo 1, the full dungeon was actually randomized each time. Admitedly there exists bugs, or rather design flaws in the implementation and use of random numbers, but that does not change the fact that the dungeons are random, it only gives some interesting quirks and side effects.

      Lets move to Diablo 2 which basically has 3 game types. Realm multi player, open multi player and single player. For all practical purposes, realm play and open play can be considered as identical.

      First multi player. Again, you can't save the game but the character is automatically saved. Each time you enter a new game, it is randomly created and you have a new dungeon as well.

      Single player is slightly different. You still can't save the game but the character is automatically saved. When you start a new game with your single player character (assuming it has not been used for an open multi player game) and it is still the same difficulty level, you will get the same dungeon. You can see it as a saved dungeon layout when you levae a game in single player. Part of the monster spawning will also be similar and in part identical. The reason for this is theat the saved character file will contain the initial seed used to create the last game. With it, most of the dungeon layout and part of monster spawns will be recreated identically. Some parts, of primarilly monster, and even more item spawning, will be randomized with the current time and hence will still differ.

      One can see single player in Diablo 2 as open game that just don't allow others to join and that uses the same initial seed as the last game to create the dungeon (obviously to compensate some for not having a save game option). That is why single player characters can be used in open multi player.

      If you are interested in more details about game and dungeon generation, especially in D1 but also D2, feel free to tell and I can inform you.

    9. Re:Another Game with pretty good Random Content by Anonymous Coward · · Score: 0

      F-Zero on the N64 had a random track generator. I haven't played the GameCube version (don't even know for sure if it's out) but I imagine there'll be a random track generator in that one as well (maybe).

  2. An Old Joke by NickFusion · · Score: 3, Insightful

    There's an old saying that goes, Art hung in restaurants is usually as bad as food served at museums.

    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.

    --
    What were you expecting?
    1. Re:An Old Joke by El · · Score: 1

      Then why was rogue/ultrarogue/hack/Castle of the Winds such an intriging game, when the graphics blatently sucked?

      --

      "Freedom means freedom for everybody" -- Dick Cheney

    2. Re:An Old Joke by Zathrus · · Score: 3, Insightful

      Rogue/Nethack/etc. are no different from Civ/MOO or any other strategy game (because that's what they all are - strategy. Rogue/Nethack/etc are certainly NOT RPGs) -- the location of content is randomized, but content itself is not dramatically different. Nor is the strategy for beating the game different, despite the randomization. In fact, people who have mastered the game and can beat it on a regular basis have to invent challenges for themselves -- Nethack has a whole list of things like vegetarian, vegan, atheist, pacifist, etc. intended purely as additional challenges.

      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.

    3. Re:An Old Joke by Universal+Nerd · · Score: 1

      Have you played nethack?

      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 the Town Level in Moria) and I'll give you a game I'll play 'till I'm old and gray! :)

      --
      Ash nazg durbatuluk, ash nazg gimbatul Ash nazg thrakatuluk agh burzum-ishi krimpatul
    4. Re:An Old Joke by Cecil · · Score: 2, Interesting

      "Diablo", "Master of Magic", and to some extent "Age Of Wonders: Shadow Magic" are some other games that stand out in mind as having an excellent, enjoyable random level design. And they are a lot more dependent on having a good map than Populous was (In Populous, a major part of the game involved flattening the map to build up your castles anyway. So who really cares how it's laid out to begin with?)

      Master of Magic is in my mind the holy grail of randomized level design. Mind you, it only had to deal with a smallish, square-tile based map. I never ran into a map that wasn't enjoyable in that game. They were usually decently well balanced for all players, but not artifically so the way Age of Empires does. Sometimes they weren't completely balanced, but all that meant was a more challenging game or an enjoyable festival of destruction. They were never so unbalanced that one of the players was DOA.

      Age of Wonders seems to be heavily, heavily based upon Master of Magic, but up until the latest version was lacking any random map support at all. Now random terrain can be generated in the map editor, but only the aboveground, and the mapmaker must still add all the cities, dungeons and resources onto the map.

      Anyway, it's not one of those features that only marketing loves. I know a number of people who outright refused to buy Age of Wonders until they got random map support in. It's a big feature for me too, and I love games that do it well (and it can be done well, but it's not easy.)

    5. Re:An Old Joke by jafuser · · Score: 1

      Star Wars Galaxies is an interesting case of a game using randomly generated content.

      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 some kind of award), it will never compare to manually-created content becuase people easily detect patterns -- once they do, they cease to be interesting.

      Until we get the technology to use something truely worth of the label of 'artificial intelligence', I don't think we'll see automatically-generated content ever compare with manually-created content.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    6. Re:An Old Joke by Anonymous Coward · · Score: 0

      Another Joke...Think of of SNL and Mike Myers playing "Coffe Talk with Linda Richman"

      "Random Content in Computer games is neither Random or Content" ...Discuss...

    7. Re:An Old Joke by irc.goatse.cx+troll · · Score: 2, Interesting

      " "Diablo", "Master of Magic", and to some extent "Age Of Wonders: Shadow Magic" are some other games that stand out in mind as having an excellent, enjoyable random level design. "

      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 designed(well, randomly chosen in some parts) levels.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    8. Re:An Old Joke by FileNotFound · · Score: 1

      SWG had HORRID HORRID terrain!

      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 content. The BEST way to do large areas is to design at least 30% by hand and fill the rest with randomly generated content. The result is a huge world with interesting and memorable landmarks.

      --
      In Soviet Russia, the television watches YOU!
    9. Re:An Old Joke by Stubtify · · Score: 1

      What about all the successful worms games? The randomness of the levels is what makes the game more fun, you never know what you're going to have to work with next. And you'll know that no one has played the level to death to achieve an unfair advantage.

    10. Re:An Old Joke by twifkak · · Score: 1
      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.

      Maybe so, but it's been done, at least on a smaller scale.

      --
      I know you were joking, but I want my Karma, so I'm going to reiterate your post in a serious tone.
    11. Re:An Old Joke by jjhlk · · Score: 1

      How are Rogue/Nethack/etc. (Diablo?) not RPGs?

  3. Randomly generated content by Jerf · · Score: 4, Interesting

    One of my two "main" programming projects at the moment is a Rogue-like that tries to do for plot what Rogue did for level generation. I put "main" in quotes because it has since been overshadowed by the other main project I'm doing, but I still hope to get back to it someday.

    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.

    1. Re:Randomly generated content by Snowspinner · · Score: 3, Interesting

      Some English professors I worked with in the past actually worked on something akin to this once. Their goal was to provide a demonstration of either the success or failure of structuralist models of literature, such as those offered by Vladimir Propp in his book Morphology of Folktales.

      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 in the blanks in different ways from story to story. Propp only works with folktales, which are a fairly limited type of story, and structuralism collapsed under some of its own theoretical weight before anyone really got too much further with it, but you shouldn't have much trouble coming up with a structure for fantasy stories - Propp's folktales are actually a fairly good start, and you'd only have to complicate it a bit.

      This is probably a good place to start looking at information about the program mentioned above. I tried the sites it used to be available for download at, and was unable to find a copy still up, but further research, including getting in touch with its creators, would probably prove fruitful.

    2. Re:Randomly generated content by RobotWisdom · · Score: 2, Interesting
      Shuffling in cardgames is just creating random content-- what's critical to a cardgame's success is that it be designed so that a randomly shuffled deck produces interesting variations in gameplay.

      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 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 timeline of knowledge representation.

      Incidentally, the Atari 800 had an 8-bit hardware random-number generator that probably worked on thermal noise, unless I'm confusing it with the C64.

    3. Re:Randomly generated content by Snowspinner · · Score: 2, Informative

      The way that the Linear Modeling Kit works is that it randomizes each element of the story independently. The user puts in the basic structure - all of the elements as defined by Propp, and then for each element creates a number of entries that could fit there. Then the program shuffles the entries for each element, and strings them together to form a story.

      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 giving the protagonist a sex change, but that's the basic idea - so it does work, insofar as Propp works.

    4. Re:Randomly generated content by Anonymous Coward · · Score: 0

      "Incidentally, the Atari 800 had an 8-bit hardware random-number generator that probably worked on thermal noise, unless I'm confusing it with the C64."

      Wow, so all we need is a cup of tea and we can create an infinate improbability drive.

  4. Next big thing in FPS by El · · Score: 1

    My only complaint with Doom was that the levels were the same every time... it would be much more challenging and realistic when you didn't know where everything is when you entered a room. Of course, then you would also have to make the "secrets" much easier to find.

    --

    "Freedom means freedom for everybody" -- Dick Cheney

    1. Re:Next big thing in FPS by Darth+Fredd · · Score: 1

      Actually, I've been thinking about a doom plugin that would scan in nethack/rogue levels, or vice-versa.

      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?

      --
      "The most looniest, zaniest, spontaneous, sporadic Impulsive thinker, compulsive drinker, addict"
    2. Re:Next big thing in FPS by El · · Score: 1
      Care to flame me again, El?

      Well... no.
      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 /. ACs have become particularly nasty, vicious, and personal lately. I assumed it was because M$ and SCO flunkies had infiltrated it that people have been dogging me, as I have been a vociferous critic of both companies (blatant karma whore that I am.) Anyway... let's all try to get along on here, ok?

      --

      "Freedom means freedom for everybody" -- Dick Cheney

  5. SLIGE for Doom by Dave Chess by dpilot · · Score: 5, Interesting

    Dave Chess wrote an automatic level generator for Doom, called SLIGE. Search against "SLIGE" and "doom" and you'll find it on top, add "chess" if you wish.

    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.)

    --
    The living have better things to do than to continue hating the dead.
    1. Re:SLIGE for Doom by Dave Chess by mugnyte · · Score: 1


      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 (enemy town, etc) could be discovered and left, giving a player an option to break the linear concept.

      Linear storytelling could still be employed via meetings with objects/NPCs that hinted at a puzzle solution. Or one could just drop a mallet on the user via "goal" lists. Since the advent of in-game mappers and note-takers, this has been a bit more fun.

      Anything to remove the monotany, although "worlds" with even a few hundred objects would quickly become uninteresting. "Oh, another enemy camp. sigh."

      Overall, random walls/objects/enemies - even done with style, wear a player out. The story is what compells me to keep running/shooting/solving.

      mug

    2. Re:SLIGE for Doom by Dave Chess by Shiifty · · Score: 1
      I'll have to try that out, I've become addicted to DOOM again, but with an updated Quake style interface ZDOOM

      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

    3. Re:SLIGE for Doom by Dave Chess by G-funk · · Score: 1

      Perhaps instead of completely pseudo-random stuff, have certain goals and story options beforehand, and have variations based on it, like say you have 8-15 towns, one of these 6 npcs must be found spread amongst these towns, at some stage depending on which npcs where picked various story events occour, and you walk around randomly generated cities in a randomly generated landscape, and to people on the inside such as the developers they could quickly guess which parts of the story were being included / excluded, but for gamers it would provide many replays.

      --
      Send lawyers, guns, and money!
    4. Re:SLIGE for Doom by Dave Chess by kisrael · · Score: 1

      Wow, that sounds pretty cool.

      rRootage 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 armies of Star Wars?

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    5. Re:SLIGE for Doom by Dave Chess by Suppafly · · Score: 1

      morrowwind is pretty good if you are wanting a game that will let you wander off the linear path so to speak.. the only problem is that it is really easy to make it so that you can't complete the linear main quest that is built into the game.. luckily once you kill one of the main guys which would end the linearality, it warns you and lets you undo the move if you want..

    6. Re:SLIGE for Doom by Dave Chess by mugnyte · · Score: 1

      Thats interesting, I'll look into it. However, not out of pacifist but boredom, I'm a little against having a "kill" capability in a game easily. It kinda cheapens the aspect of the immersion. If, then again, once you died all your saved games of that story were erased, we'd see a little more mutual relationship between player and nonplayer characters. I'm sure that game would last about 15 minutes in a reviewer's post.

      Somehow though, I'd like a game to focus more on "equal levels" of NPCs. If they die, then yes, your story us FUBAR. I ask too much of today's AI surely, and maybe too much of a simple game genre. I'd love it if your play was unique because of the cooporation or conflict you had, permanently. Starting anew would generate other random goals, etc. Creating such a metaengine would be a study in itself I believe. Oh well.

      Black and White had a bit of this, a few plays where the "pet" aspect was nurtured, then an "evil/good" ruler concept. However, the game eventually required all aspects of your capability be honed, and it was a linear at tictactoe.

    7. Re:SLIGE for Doom by Dave Chess by danila · · Score: 1

      It might be extremely cool, especially with low values for the "throw away" distance. What is a huge annoyance in GTA (characters and vehicles disappear) can become an excellent feature if applied to levels, especially if it can be done in complete 3D (unlimited in a vertical dimension as well). Add to that some crazy style (crazier than American McGee's Alice) and you have a cool and innovative game on your hands. The story could be about the world that fell into chaos and your quest to bring order back. The plot could be purport-oriented and not space-oriented. If you had to find a key, it would not have a preset location in this chaotic world, but you would be able to find it after some time and after doing some things, but regardless of the directions you travel to. There can be some huge geographical features, like giant chasms, magic castles or something, that would provide some orientation, but most of the map would be randomly generated. What do you think?

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  6. Mission generation, etc by MightyTribble · · Score: 3, Insightful

    The games I have the most fun with are those with decent random content generators. Done right, they can really add to the replayability of a game. Port Royale has suitably 'open-ended' gameplay (within the confines of its environment) through random mission generation and all the fun of trading.

    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 ).

  7. Randomly generated OS content by Anonymous Coward · · Score: 5, Funny

    I've had plenty to deal with over the years in randomly-generated OS behavior in Windows, with Blue Screens showing up at very inconsistent moments, and unexplained slowdowns and file corruption.

    I guess it is all a game?

  8. Nethack... by AdamTrace · · Score: 4, Funny

    I've been playing Nethack seriously now for the past 6 months, and not serious for the past, what, 15 years?

    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.

    1. Re:Nethack... by Anonymous Coward · · Score: 0

      ToME (and other Angband-descendants, I guess...) are SO much more fun. I /like/ having a town where I can buy food, ecquipment and get quests.

  9. SoFII by Mike+Hawk · · Score: 1

    The random map generator in Soldier of Fortune II was pretty dope IMHO. For multiplayer. Some of the best CTF times I've had in an FPS were in that game because it was a different experience literally every time. Single player was not as good, however. Can anyone derive any useful insights from that?

    1. Re:SoFII by Anonymous Coward · · Score: 0

      I'd say that it's due to the fact that you still have human input in the multiplayer - the people that you're playing with. In a multiplayer FPS, would you rather play with 20 great maps and 20 bots, or 20 good players on 20 maps that range from good to mediocre?

    2. Re:SoFII by Mike+Hawk · · Score: 1

      I'd most prefer to play on 1000+ different maps with any number of humans. Only SoFII has this right now, to my knowledge.

  10. Castle of the Winds? by HanClinto · · Score: 1
    Interesting that they didn't list Castle of the Winds (an old Windows 3.x game by Epic Megagames) as a Rogue spinoff.

    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.

  11. Randomy generated thoughts by lightspawn · · Score: 2, Informative

    We played rogue because it was the only "game" in town. Now some games just make you "do" the dungeons to advance the plot and such - you wouldn't play these without a plot (remember a DC/GC release called "Evolution"? thought not).

    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.

  12. NOLF & NOLF2 by Dreadlord · · Score: 1

    one of the games I was really impressed by its randomly generated stuff was no one lives forever, every time you reload a game, enemies and puzzle items are randomly positioned through out some parts of the level, requiring different strategy to solve the puzzles every time!

    --
    The IT section color scheme sucks.
  13. F-Zero X had random races by edwdig · · Score: 2, Interesting

    F-Zero X on the N64 had a cup called the X cup, which consisted of randomly generated races. Unfortunately, most of the races were really bland. One time though I was playing multiplayer, with 1 other person and 2 computers racing. Shortly past the start was an almost 90 degree turn. The road wasn't level either, which made it harder to realize how bad the turn was. The two computer cars went flying off immediately. My friend and I just barely managed to stay on the course. That one race was a lot of fun, but otherwise the random courses don't offer much challenge. The only thing that makes them hard is you'll get random patches of track without any railing on the side, making it easy to fall off the course.

  14. No, it can be done right. by Vaevictis666 · · Score: 3, Insightful

    Take Ancient Domains of Mystery - This is a roguelike game in every sense of the word, and the only maps that are static are the world map, towns, and a select few dungeon floors.

    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 GREAT benefit - I doubt I'd have half as much fun with it after the first 5 times through the beginnings of the game.

  15. Girlfriend by Gr33nNight · · Score: 4, Funny

    If I wanted to play games that appear randomly, id get a girlfriend.

    1. Re:Girlfriend by IIRCAFAIKIANAL · · Score: 1

      (+1, it's funny cuz it's true :)

      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 ;)

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    2. Re:Girlfriend by Gr33nNight · · Score: 4, Funny

      Ever played the fun game where if you agree with her, your wrong? Yeah, I get hours of enjoyment out of that one.

    3. Re:Girlfriend by Anonymous Coward · · Score: 0

      you think that's bad. the other day i got to play the fun game of "Here's a dozen roses, I love you." "Oh, thanks, i'm leaving you" with my girlfriend of four years. i think i lost.

    4. Re:Girlfriend by RisingSon · · Score: 2, Insightful
      If I wanted to play games that appear randomly, id get a girlfriend.

      That game is way way way to expensive.

    5. Re:Girlfriend by Gr33nNight · · Score: 1

      Now it is time for your inner asshole to go out on the prowl and score some.

  16. It's a creativity issue. by eyepeepackets · · Score: 2, Insightful

    Computers can't be creative, at least not in the way humans _can_ be. The randomness of the Rogue levels was rather successful in making the game continuously challenging, but at a rather superficial level.

    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.

    --
    Everything in the Universe sucks: It's the law!
    1. Re:It's a creativity issue. by cbiffle · · Score: 4, Insightful

      > Computers can't be creative,
      > 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.

    2. Re:It's a creativity issue. by eyepeepackets · · Score: 2, Insightful

      "Oh, poppycock."

      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 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."

      Oh, you mean the field which changes it's "hypothesis" every 18 months or so, tries to use negative proofs as a means of supporting a positive ("...has yet to be proven false.") and is by definition, not a science at all? If you're wanting to argue against the point made in my post, this paragraph hurts your position more than it helps.

      "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."

      Humans aren't computers even though they may have "deterministic" characteristics. Also, humans use any number of different "logics" during the course of a day, most of which are not the same type of logic used by computers. For example, if you try to use a philosopher's symbolic logic when arguing with your girlfriend, you're not going to do very well. If, on the other hand, you use "girlfriend logic" when arguing with her you will do well, "girlfriend logic" being the inclusion of allowances for emotions and values which can't be represented well in logic systems developed out of math foundations but which are necessary when dealing with humans.

      "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.""

      I heard of computers programmed to mimic human actions, but I've never heard of a computer which can make something "new" based only upon it's desire to do so, because they simply can't do anything without being told to do so, at least not yet -- there isn't in existance a human made computer which comes close to the raw thinking capacity of any one human on this planet. Even a newborn baby has more raw computing power than the most powerful supercomputer we've yet made.

      "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.'"

      Most songs are "deriative" because of the simplicity of our musical scales -- they are only so many ways to put the notes together that sound pleasantly coherent to the listener, it's not a good example to use to make your point.
      We as humans categorize things in order to be able to talk in generalizations about groups of items which have certain similarities and I don't follow why you interject that here, it seems unconnected to your argument.

      "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."

      Yes, you point out the flaw in your argument: computers are programmed, specifically told what to do. Humans on the other hand, are trained with generalized and then specific knowledge a

      --
      Everything in the Universe sucks: It's the law!
    3. Re:It's a creativity issue. by SamBeckett · · Score: 1

      I can disprove you hypothesis if you allow my one Axiom .

      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.

    4. Re:It's a creativity issue. by ThePyro · · Score: 1
      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.

      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 computation. Yet they are not equivalent models of computation. There are languages that can be recognized by a Turing machine which cannot also be recognized by a PDA. Thus there are problems which can be solved by some deterministic models of computation which cannot be solved by other models.

      As far as I know, noone has even come close to proving that the brain is equivalent to a Turing machine. It may rely on some bizarre model of computation that nobody has ever thought of before. We just don't know. Thus it is still very possible that the human brain is capable of some things that computers, in their current form, will never be able at do.

    5. Re:It's a creativity issue. by You're+All+Wrong · · Score: 1

      You can disprove his hypothesis much more easily if you are allowed a simpler axiom:

      Axiom 1: He's wrong

      Just as likely to be accepted as your axiom.

      YAW.

      --
      Your head of state is a corrupt weasel, I hope you're happy.
    6. Re:It's a creativity issue. by LordMyren · · Score: 1

      "creativity" in algorithms is more often a euphimism for bad things than an effort to instill "inspiration in thought" or whatever artsy definition you want therefore.

      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 generation, even being able to implement a level design alogrithm to encompass the full verticle macro to micro scope is... well, it'd be a godlike hack itself. good level's small features flow into the large features. creating an algorithm which can balance these and make levels that seem random as opposed to different layouts of the same thing, levels that have real concepts- that's... insane.

      Myren

  17. Pre-compiled randomness by madmaxx · · Score: 2, Insightful

    I was thinking about this problem the other day, as it relates to open-source game development. One of the main problems with small-scale game development is the creation of content (it's a lot of effort), and algorithmic content would make it easier for a smaller-group of developers to build a good game.

    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.

    --
    mx
  18. Stupid question... by Anonymous Coward · · Score: 1, Funny

    how far should randomness be taken in games?

    ..stupid answer : "As far as possible!"

  19. I know what FOOBIE BLETCH is! by jonathan_the_ninja · · Score: 1

    It's a scroll of enchant weapon. :D

    --
    I love NetHack.
  20. PlayStation 2 .Hack-Infestation generated content by Anonymous Coward · · 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

    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.

  21. Anyone remember Impossible Mission on the C64? by Radius9 · · Score: 1

    That game was quite fun, and all the rooms where randomly generated each time you played. In addition, it was always possible to beat the game.

    1. Re:Anyone remember Impossible Mission on the C64? by You're+All+Wrong · · Score: 1

      My first radomly generated games, that I got totally addicted to, were Mazogs and 3DMonster Maze on the ZX81, which pre-dates the C64. I remember "FAST" mode, where the screen would be disabled, to speed up the maze generation too. Cool!
      However, even they borrowed from the hack/rogue family of games.

      --
      Your head of state is a corrupt weasel, I hope you're happy.
  22. Toejam and Earl III'srandom levels not new! by Chris_Jefferson · · Score: 2, Informative

    Toejam and Earl III's random level isn't a new feature, because the first Toejam and Earl was doing it way back near the beginning of the megadrive. Sure it's got slightly more advanced, but having played the original the "feel" of the way it makes maps is very similar. Interestingly (or not) Toejam and Earl II didn't have randomly generated maps, possibly because it was side-scrolling and I imagine making interesting maps would have been harder (because you are much more restricted on what it is possible for a valid map to look like)

    --
    Combination - fun iPhone puzzling
  23. Probably because by xenocide2 · · Score: 1

    It didn't really feature any random generation of levels.

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    1. Re:Probably because by Drantin · · Score: 1

      Actually, some of the maps were, but the top levels (ground, and 1st floor of the fort and cave) were static, items and monsters in the 2nd and lower levels of the dungeons were random...

      --
      Actio personalis moritur cum persona. (Dead men don't sue)
  24. Right now we're not ready to just throw away... by exp(pi*sqrt(163)) · · Score: 1
    ...human designers. But I'm not convinced that people are making that much effort at generating random puzzles and levels. Just randomly throwing stuff together isn't going to get you anywhere, but machines can appear to do interesting stuff.

    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 put into the rest of the game. In fact, it could be done along the lines of chess: with a machine playing out possible strategies that could be used against a level and then adapting it in response. That way a level could eventually be generated that in fact looks like it was cunningly devised by a person. Not easy, but also not beyond the bounds of plausibility.

    --
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  25. The 90% rule: by Thedalek · · Score: 1

    Let's say you make a program which will generate a random level for, oh just for argument's sake, Doom. Let's say you don't really put that many restrictions on what it can and cannot do, just that it must make a level which is contiguous (or connected by teleporters) and doesn't have any passages smaller than the player character.

    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 few will be excellent.

    The thing is, when you're dealing with randomly generated levels/other content, you're always dealing with a finite data set (regardless of claims of "Unlimited gameplay!"), and most of that data set is going to be garbage. A lot of it will be virtually indistinguishable from other bits (Here we have the jungle. Here we have a different jungle, but this one has a blue stump in the middle of the third area.) The trick is inserting a quality filter, and then you get down to the dirty business of quantifying quality, so that a computer can understand it.

    Randomly generated content is only as bad as the quality filter used on it. Unfortunately, such a thing is a nightmare to program.

    --
    Happiness is relative, Based upon the way we live.
  26. Darklands by gtshafted · · Score: 2, Interesting
    Does anyone remember an old RPG game by Microprose called Darklands? Darklands was a very different game. It was a game set in Medieval Germany that "generates" infinite "quests" ranging from stealing from Medici merchants, cleansing satanic sites, to helping pilgrims reach the next city safely. The game successfully captures the "feel" of the times and it was very original: the Catholic Church is both holy and full of intellectual elitists (excommunication or something close to it, strongly affects your characters), Christian Saints are treated as demigods you can pray to for miracles (priests in the game were more like clerics should be than in modern D&D video games), witches and satanists were everywhere, aside from prayer the only other magic was alchemy, your characters grow old with age (but you can replace them with younger inexperienced recruits), the seasons change, it was one of the first games employing an rts combat system that bioware now regularly uses, weapons wear down,.... there's probably a lot more that i'm missing but the game didn't really have an ending... just a really big mission which culimates in an animated character saying something through the soundcard! (This was pre-Day of the Tentacle so it was cool. damn I'm old)

    This game killed tons of my grade school hours... and still I don't think i explored all of germany

  27. Randomness vs. AI by DarkGamer20X6 · · Score: 2, Interesting

    There has been much talk about design, or puzzle creation, or tasks that require a "human" mind. I would like to bring into question exactly what random content (specifically randomly-generated dungeons) brings to games as far as gameplay is concerned. I believe that using AI to extend and replace the capabilities of random content could create a better gameplay experience, even if at this point it lacks the ability to design, etc.

    So, what does random content bring to a game? At first glance, I would say not a whole lot. After all, this only creates different content on each run through, but it doesn't alter the basic gameplay. However, it is a fun feature in that it almost forces the player to actually "play" the game. Randomly generated dungeons force exploration. In general, random events force a sort of "trial-and-error" routine that the player must go through in order to progress through the game. You aren't allowed to memorize the map, seek out the best items immediately, or follow the walkthrough; you actually have to play the game.

    So, it's not just a marketing ploy; it does have consequences on how the game is actually played. However, it kind of drops off there. Sure, you can create more complex, or deeper levels of randomness...perhaps even throw in a simple puzzle variant or two, but it pretty much ends there.

    A big point to consider would be what is the player's perception of their abilities within the game's world. One of the things that really kills the gameplay for me, personally, in games like Nethack, Diablo, and .Hack is the feeling that my abilities do not possess any control. That is to say, I want the world to test my skill, and perhaps adapt to my actions, thus giving the feeling that I am somehow altering the world indirectly through my own actions.

    Of course, there do not exist many games that accomplish such a feat, but those that do, even in the most trivial ways, give something more to the formula than Explore, Kill, Collect, Explore, etc. And this is pretty much my point: Random content in games has some use, but by using AI, we can create dynamic content that not only seems logical but can also adapt, or otherwise be extended, to accomodate a player's capability or skill level.

    Therefore, I respect random content, but I believe that the future lies with AI-controlled dynamic content.

  28. Yeah, sure. by jensend · · Score: 1

    Sure, the "deterministic logic-cruncher" theory of the mind fits the data well- as long as you have deterministic psychologists and physiologists selecting the data which are to be fitted and what constitutes fitting the data. The reason the deterministic-reductionistic thesis has been held to so firmly in fields such as those is because it is an article of faith for the fields, not one of their theses but one of their presuppositions. After all, if human actions really are underdetermined, why should one be fully committed to finding neurological/psychological causes for them?

    That the theory has not of course been thoroughly disproven shows nothing, not only because plenty of theories which nobody holds to be true have not been thoroughly disproven but because it is difficult to imagine any evidence which would convince any real "mechanist" or determinist that their position was wrong (this is partially because proving that something does not exist is a lot harder than proving that it does).

    A brief disclaimer: I, as well as anyone else, will agree that psychology and neurophysiology have made vast contributions to our understanding of the mind, and the claim that human actions are underdetermined in no way denies that the range of real alternatives has been severely limited by determining psychological/neurological factors.

  29. More on Random Content by ShannonA · · Score: 2, Informative
    We've had a few other columnists talk about random content at Skotos. Here's a few of my favorites:
  30. Re:Worms and Scorched Earth by ZzzzSleep · · Score: 1
    Quoth Stubtify:
    The randomness of the levels is what makes the game more fun, you never know what you're going to have to work with next. And you'll know that no one has played the level to death to achieve an unfair advantage.
    Did Worms have the ability to specify some general characteristics for the maps like Scorch did?
  31. Creative?? by Rutje · · Score: 1

    > Computers can't be creative, > at least not in the way humans _can_ be. Human creativity is nothing more than random ideas that are filtered for quality!

    --

    I want my karma, and I want it now!
  32. Seven Cities of Gold by c64cryptoboy · · Score: 1

    The random content (continents actually) generator in Seven Cities of Gold made the game. Of course, waiting 10+ minutes for it to complete was annoying, but this wasn't uncommon in 1984.

    --
    I put the 'fun' in fundamentalism
  33. The Brain is a Turing Machine by Anonymous Coward · · Score: 0

    The brain is at least as powerful as a turing machine. How do I know? Get a piece of paper out and use your brain to simulate one:

    "Let's see... I'm in state 4, my input is a 0, that means I move left and change to state 12..." and repeat.

    Thus your brain can emulate any turing machine, thus your brain is at least equivalent to a turing machine.

  34. They forgot Atari's "Adventure" for randomness by kisrael · · Score: 1

    Atari did have an excellent "randomized" game--mode 3 on Adventure, if memory serves, would scramble the basic elements. Admittedly I think the level layout was constant, and there weren't THAT many items to scramble, but still, when mixed in with the chaos provided by the bat, it had the makings of some interesting gaming.

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  35. *PLUG* by Lonath · · Score: 1

    I have a project in which I am trying to completely generate a MUD and then run a massive simulation to have a dynamic world.

    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 much more than record/playback, and I want to see what they can do. It's much more interesting to try to teach the computer to generate those symbols and patterns. And I'm back in school studying AI now. :)

    I think the main issue with randomly generated content is that people don't take it far enough. It's hard to create systems that will generate content, so I think people give up. The other issue is that once people understand the underlying pattern for how the content was formed, the value of the content is reduced to that pattern, so it has to be so complex that people can't figure out how it was made, or at least so they can't be sure how it was made. I am an optimist and I think it will eventually get good.

  36. which is why by butane_bob2003 · · Score: 1
    C++ needs a 'sometimes' keyword. it would allow you to easily create random behavior in any code without messing with random numbers and the like. It would take an integer probability, (the higher, the more likely)
    for example:

    /* Theres a 30% chance that a grue will appear */
    sometimes(30)
    {
    room->injectGrue( );
    }
    --


    TallGreen CMS hosting
    1. Re:which is why by inQ · · Score: 1

      #define sometimes(x) if(rand()RAND_MAX/100*(x))

    2. Re:which is why by inQ · · Score: 1

      #define sometimes(x) if(rand()(RAND_MAX/100*(x)))

  37. Pseudo-randomly generated content... Daggorath by Destoo · · Score: 1

    Actually, this looks more like fractally-compressed content.

    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 number, reseting the pointer to a specific location), it always generated the same list of numbers.

    Worked pretty well.

    Every year I'm more and more amazed by that game.

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