A panorama from Minecraft

An example of a settlement generated for the GDMC (Herve, Salge & Warpefelt, 2023)

Generative Minecraft Settlements

Project Abstract

This project aims to explore the underlying design requirements for procedurally generated settlements. The project uses Minecraft as a platform for the research on procedural generation, but the results should be transferable to settlement generators in other games, or even contexts outside of games.

The main contribution from the project so far is an inventory of the core design criteria that contribute to a generator creating “good” content in the form of interesting and engaging settlements. These were elicited from the judging evaluations for the 2018-2020 Generative Design in Minecraft competition (GDMC).

This research project was performed in collaboration with Christoph Salge and Jean-Baptiste Hervé. The text on this page describes my thoughts related to this project.

Judging Criteria for Minecraft Settlements

The figure on the right lists all the criteria elicited from the judging evaluations of the 2018-2020 GDMC competitions.

Extrapolating from these findings, we have identified that the core design criteria for a settlement are the usability of the settlement environment, the thematic coherence within the settlement, and the anchoring in real-world simulacra.

The perceived usability of the settlement is largely derived from the interpreted character (Janlert & Stolterman, 1997) of the settlement. The settlement creates a set of functional expectation based on its appearance, from which the judges extrapolate which functions could be found within the settlement. These are interpreted as affordances (McGrenere & Ho, 2000). However, this intepretation also seems to be heavily moderated by prior gaming experience, especially with the game at hand.

The list of criteria for engaging and interesting settlement generation (Herve, Salge & Warpefelt, 2023)

This evaluation of the perceived usability also ties into the anchoring in real-world simulacra, or what Baudrillard (1994) defines as copies without originals. Based on their responses, the judges transfer understanding of artifacts from their own real life experience and project that onto objects found in the game. This is essentially a transfer of character, meaning that the judges use their repertoire of character (Janlert & Stolterman, 1997) to understand concepts found not only in the real world, but also in the virtual world. The group of judges had mixed experience with Minecraft, which can be seen in the ways they interpret the artifacts they encounter in the generated settlements. Judges with Minecraft experience will include this in their evaluation of the settlements, whereas judges without Minecraft experience will instead apply similar knowledge from other games. By extension, this means that the repertoire of character used by each judge is a mixture of notions from the real world, games in general, and Minecraft in particular.

Finally, the thematic coherence within the settlement is critical to the interpretation and believability of the settlement. Settlements are expected to be in coherence with the environment in which they are situated. This is exemplified by the Situated Adaptivity theme, where judges expect settlements built in a desert to have sandstone detailing and for settlements built in or near temperate woods to make extensive use of logs. Similarly, they expect settlements to be internally consistent, with similar design features to houses. This is further indicative of transferal between real world knowledge and in-game knowledge. However, there is no hard and fast algorithm by which this is judged. Instead, judges seem to work on the fuzzy logic of the buildings “making sense” within the given environment. On a similar note, judges expect the settlement to be laid out in ways that adapt to the existing natural features in ways that “make sense.” Examples of this include roads that run in ways that allow traversal of the space, or utility structures such as farms of windmills being places where they would be in the “real world.”

Although these findings are perhaps not revolutionary in and of themselves, they indicate that generated game world components are still subject to similar, if not the same, evaluative criteria as their hand-crafted siblings. As such, this study provides empirical evidence that the user experience of generated content is something that needs to be considered both as a line of research, but also as a concern for anyone building a generator.

References

  • Baudrillard, J., 1994. Simulacra and simulation. University of Michigan press.

  • Hervé, J.B., Salge, C. and Warpefelt, H., 2023. An Examination of the Hidden Judging Criteria in the Generative Design in Minecraft Competition. Forthcoming.

  • Janlert, L.E. and Stolterman, E., 1997. The character of things. Design Studies, 18(3), pp.297-314.

  • McGrenere, J. and Ho, W., 2000, May. Affordances: Clarifying and evolving a concept. In Graphics interface (Vol. 2000, pp. 179-186).