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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?

11 of 89 comments (clear)

  1. 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 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.

  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. 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 ).

  4. 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.

  5. 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!
  6. 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
  7. 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.

  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.