International Journal of Engineering and Management Research (IJEMR)
  • Year: 2015
  • Volume: 5
  • Issue: 2

Randomized Generation of Game Levels through Programming using Binary Space Partitioning

  • Author:
  • Shreevallabh Sunil Kulkarni
  • Total Page Count: 3
  • Page Number: 541 to 543

Sinhgad College of Engineering, Pune, India

Online published on 21 November, 2017.

Abstract

Video Games are fruitful applications of various branches of Science and Technology. Artificial Intelligence is one of most important branch of this category. Every year game developers are coming up with numerous new games. Day by day involvement of Artificial Intelligence in games is increasing to make game playing experience better. Artificial Intelligence can be considered as bridge between game world and programming, as various aspects of games interact with game world objects with use of Artificial Intelligence only. Building a game level is a part of Game Design process. Game Level Design is usually done with complete human involvement to design immersive game world. But inducing Artificial Intelligence in Game Level Design process can drastically decrease the time require to work on Game Design pipeline. This plummet will reduce the total application development time and will result in cost reduction of project. This paper will show process to use Binary Space Partitioning (BSP) to generate game levels which will require little to no attention of human. This process can also be used to generate game levels on the fly at run time. Either the intended algorithm can be induced in Game Logic to generate game world at run time or it can be used as hardcoded mechanism to produce levels while developing the game itself.

Keywords

Binary Space Partitioning, Game Level Design, Game Optimization, Procedural Level Generation