DocumentCode
1304691
Title
Automatic Generation of Game Level Solutions as Storyboards
Author
Pizzi, David ; Lugrin, Jean-Luc ; Whittaker, Alex ; Cavazza, Marc
Author_Institution
Sch. of Comput., Teesside Univ., Middlesbrough, UK
Volume
2
Issue
3
fYear
2010
Firstpage
149
Lastpage
161
Abstract
Game programmers rely on artificial intelligence techniques to encode characters´ behaviors initially specified by game designers. Although significant efforts have been made to assist their collaboration, the formalization of behaviors remains a time-consuming process during the early stages of game development. We propose an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Generated solutions are presented as 2-D storyboards similar to comic strips. We present in this paper the first version of a fully implemented prototype as well as examples of generated storyboards, adapted from the original design documents of the blockbuster game Hitman.
Keywords
artificial intelligence; computer games; multimedia computing; 2D storyboards; artificial intelligence techniques; automatic generated storyboard; blockbuster game Hitman; game development; game level solutions; gameplay constraints; multimedia computing; Artificial intelligence; Blood; Complexity theory; Games; Manipulator dynamics; Planning; Visualization; Artificial intelligence; games; multimedia computing; planning;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2010.2070066
Filename
5557763
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