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Desired Path-Dependent Enemy Placement inStealth Video GamesCOMP 400 Research ProjectIvan Miloslavov
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Introduction & Background
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Stealth Video Games
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Two-dimensional Models
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Procedural Content Generation
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Developped Algorithm
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Geometry Extraction
› Take a 2D Unity level
› Discover the walls
› Export as “holed” polygon
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Random Circle Packing
› Extend (dilate) the current level polygon
› Choose a random point on boundary
› Remove the new circle from the polygon
› Repeat until cannot proceed
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Pseudo-Intersection Graph
› Choose a pair of circles
› Draw a segment between the centers
› Is it valid?
› Export resulting geometry
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Enemy Generation
› Generate the weighted graph
› Generate random walks
› Add to weights to avoid clusters
› Import to Unity
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Results and Analysis
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Measured Metric : Fréchet Distance
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Testing Guard Numbers
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Testing Path Costs
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Conclusion & Questions