University of Bahrain
Scientific Journals

Pacing Control in Strategy Game Map Generation using Wave Function Collapse

Show simple item record

dc.contributor.author Alifian Aqshol, Muhammad
dc.contributor.author Bagus Harisa, Ardiawan
dc.contributor.author Nurtantianto Andono, Pulung
dc.contributor.author Tai, Wen-Kai
dc.date.accessioned 2024-05-31T13:27:11Z
dc.date.available 2024-05-31T13:27:11Z
dc.date.issued 2024-05-31
dc.identifier.issn 2210-142X
dc.identifier.uri https://journal.uob.edu.bh:443/handle/123456789/5707
dc.description.abstract In our effort to introduce programming foundations to secondary-level students in a more engaging way, we are developing a turn-based tactics game named MECH.AI. In addition of being a strategy game, MECH.AI incorporates elements of serious games, focusing on educating players in basic programming and artificial intelligence concepts. Players can control game objects not only through the graphical user interface but also via the command line, simulating programming practices. However, providing game maps and challenges is crucial and can significantly impact game pacing, thereby affecting the player experience. The creation of battle maps is essential to maintain diversity and excitement in the game, preventing it from becoming monotonous. Producing high-quality content in a short amount of time is challenging, and procedural content generation emerges as an effective solution to this problem. In this study, we aim to apply a system that generates game maps with pacing controllable by the designer using the Wave Function Collapse algorithm. We will examine a pacing aspect that influences player experience, specifically tempo. This system enables us to generate tactical game maps and manage game pacing. The results show that controlling game pacing while in pre-battle map generation is feasible and adjustable to match designer's preferences. en_US
dc.language.iso en en_US
dc.publisher University of Bahrain en_US
dc.subject Procedural Content Generation, Turn-based Tactics, Strategy Games, Wave Function Collapse, Game Design, Serious Games en_US
dc.title Pacing Control in Strategy Game Map Generation using Wave Function Collapse en_US
dc.identifier.doi http://dx.doi.org/10.12785/ijcds/XXXXXX
dc.volume 16 en_US
dc.issue 1 en_US
dc.pagestart 189 en_US
dc.pageend 199 en_US
dc.contributor.authorcountry Indonesia en_US
dc.contributor.authorcountry Indonesia en_US
dc.contributor.authorcountry Indonesia en_US
dc.contributor.authorcountry Taiwan en_US
dc.contributor.authoraffiliation Faculty of Computer Science, Universitas Dian Nuswantoro en_US
dc.contributor.authoraffiliation Faculty of Computer Science, Universitas Dian Nuswantoro en_US
dc.contributor.authoraffiliation Faculty of Computer Science, Universitas Dian Nuswantoro en_US
dc.contributor.authoraffiliation Department of Computer Science and Information Engineering, National Taiwan University of Science and Technology en_US
dc.source.title International Journal of Computing and Digital Systems en_US
dc.abbreviatedsourcetitle IJCDS en_US


Files in this item

This item appears in the following Issue(s)

Show simple item record

All Journals


Advanced Search

Browse

Administrator Account