  Procedural content generation for games is a growing trend in both research
and industry, even though there is no consensus of how good content looks, nor
how to automatically evaluate it. A number of metrics have been developed in
the past, usually focused on the artifact as a whole, and mostly lacking
grounding in human experience. In this study we develop a new set of automated
metrics, motivated by ideas from architecture, namely isovists and space
syntax, which have a track record of capturing human experience of space. These
metrics can be computed for a specific game state, from the player's
perspective, and take into account their embodiment in the game world. We show
how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset
of generated settlements from the GDMC Settlement Generation Challenge in
Minecraft and establish several rank-based correlations between the isovist
properties and the rating human judges gave those settelements. We also produce
a range of heat maps that demonstrate the location based applicability of the
approach, which allows for development of those metrics as measures for a game
experience at a specific time and space.
