BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation


İNCE M.

Neural Computing and Applications, cilt.33, sa.15, ss.9761-9773, 2021 (SCI-Expanded, Scopus) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 33 Sayı: 15
  • Basım Tarihi: 2021
  • Doi Numarası: 10.1007/s00521-021-06180-7
  • Dergi Adı: Neural Computing and Applications
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Scopus, Academic Search Premier, PASCAL, Applied Science & Technology Source, Biotechnology Research Abstracts, Compendex, Computer & Applied Sciences, Index Islamicus, INSPEC, zbMATH
  • Sayfa Sayıları: ss.9761-9773
  • Anahtar Kelimeler: Bilstm, Fuzzy analytic hierarchy process, Game level generation, Genetic algorithm
  • Isparta Uygulamalı Bilimler Üniversitesi Adresli: Evet

Özet

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.