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BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation
The use of games in daily life, especially in education, has been in an incline during the COVID-2019 pandemic. Thus, game-based learning environments have caused an increase in the need of game contents, but generation of the game contents and levels is a time-consuming and costly process. Generate...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Springer London
2021
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8214389/ https://www.ncbi.nlm.nih.gov/pubmed/34177127 http://dx.doi.org/10.1007/s00521-021-06180-7 |
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author | İnce, Murat |
author_facet | İnce, Murat |
author_sort | İnce, Murat |
collection | PubMed |
description | The use of games in daily life, especially in education, has been in an incline during the COVID-2019 pandemic. Thus, game-based learning environments have caused an increase in the need of game contents, but generation of the game contents and levels is a time-consuming and costly process. Generated game contents and levels should be balanced, dense, aesthetic and reachable. Also, the time as well as the costs spent should be decreased. In order to overcome this problem, automatic and intelligent game content and level generation methods have emerged, and procedural content generation (PCG) is the most popular one of these methods. Artificial intelligence techniques are used for procedural game level generation instead of traditional methods. In this study, bidirectional long short-term memory (BiLSTM) and fuzzy analytic hierarchy process-genetic algorithm (FAHP-GA) methods were used to generate procedural game levels. This proposed hybrid system was used in a developed educational game as a case study to create game levels. The performance of the proposed study was compared to the other multi-criteria decision-making (MCDM) methods, and also further statistical analyses were investigated. The results showed that the BiLSTM-based FAHP-GA method can be used for procedural game level generation effectively. |
format | Online Article Text |
id | pubmed-8214389 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer London |
record_format | MEDLINE/PubMed |
spelling | pubmed-82143892021-06-21 BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation İnce, Murat Neural Comput Appl S.I. : Neuro, fuzzy and their hybridization The use of games in daily life, especially in education, has been in an incline during the COVID-2019 pandemic. Thus, game-based learning environments have caused an increase in the need of game contents, but generation of the game contents and levels is a time-consuming and costly process. Generated game contents and levels should be balanced, dense, aesthetic and reachable. Also, the time as well as the costs spent should be decreased. In order to overcome this problem, automatic and intelligent game content and level generation methods have emerged, and procedural content generation (PCG) is the most popular one of these methods. Artificial intelligence techniques are used for procedural game level generation instead of traditional methods. In this study, bidirectional long short-term memory (BiLSTM) and fuzzy analytic hierarchy process-genetic algorithm (FAHP-GA) methods were used to generate procedural game levels. This proposed hybrid system was used in a developed educational game as a case study to create game levels. The performance of the proposed study was compared to the other multi-criteria decision-making (MCDM) methods, and also further statistical analyses were investigated. The results showed that the BiLSTM-based FAHP-GA method can be used for procedural game level generation effectively. Springer London 2021-06-19 2021 /pmc/articles/PMC8214389/ /pubmed/34177127 http://dx.doi.org/10.1007/s00521-021-06180-7 Text en © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2021, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | S.I. : Neuro, fuzzy and their hybridization İnce, Murat BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title | BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title_full | BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title_fullStr | BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title_full_unstemmed | BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title_short | BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |
title_sort | bilstm and dynamic fuzzy ahp-ga method for procedural game level generation |
topic | S.I. : Neuro, fuzzy and their hybridization |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8214389/ https://www.ncbi.nlm.nih.gov/pubmed/34177127 http://dx.doi.org/10.1007/s00521-021-06180-7 |
work_keys_str_mv | AT incemurat bilstmanddynamicfuzzyahpgamethodforproceduralgamelevelgeneration |