Using Depth-First Search-Based Strongly Connected Component Analysis to Quantify Patrol Network Interconnectivity in Stealth Game Design

Faculty Mentor

Yao Xu

Location

Russell Union Ballroom

Type of Research

Proposed

Session Format

Poster Presentation

College

Allen E. Paulson College of Engineering & Computing

Department

Computer Science

Abstract

As stealth video games have become more popular and lucrative, they must cater to a wider variety of players. With such massive playerbases as many stealth games have now, it can be exhausting to try and figure out the exact what difficulty a stealth experience should have and how it should be scaled to each player's preference. One of the major components of a stealth or stealth-adjacent game is the patrol routes of guards protecting something or someone, whose goal is ultimately to catch and stop the player. Because of this, I am researching how to specifically analyze the various factors that impact difficulty utilizing the depth-first search algorithm to analyze the size of circulation zones, the number of overlaps, and interconnectivity between patrol loops, and how each of those factors can scale the difficulty of a stealth-based game. The ultimate goal would be to find a specific, universal, and measurable approach to steadily alter the difficulty of one major component of a stealth-based game through the depth-first search aglorithm

Program Description

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Start Date

4-23-2026 2:00 PM

End Date

4-23-2026 4:00 PM

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Apr 23rd, 2:00 PM Apr 23rd, 4:00 PM

Using Depth-First Search-Based Strongly Connected Component Analysis to Quantify Patrol Network Interconnectivity in Stealth Game Design

Russell Union Ballroom

As stealth video games have become more popular and lucrative, they must cater to a wider variety of players. With such massive playerbases as many stealth games have now, it can be exhausting to try and figure out the exact what difficulty a stealth experience should have and how it should be scaled to each player's preference. One of the major components of a stealth or stealth-adjacent game is the patrol routes of guards protecting something or someone, whose goal is ultimately to catch and stop the player. Because of this, I am researching how to specifically analyze the various factors that impact difficulty utilizing the depth-first search algorithm to analyze the size of circulation zones, the number of overlaps, and interconnectivity between patrol loops, and how each of those factors can scale the difficulty of a stealth-based game. The ultimate goal would be to find a specific, universal, and measurable approach to steadily alter the difficulty of one major component of a stealth-based game through the depth-first search aglorithm