DocumentCode :
3561075
Title :
Generating Missions and Spaces for Adaptable Play Experiences
Author :
Dormans, J. ; Bakkes, S.
Author_Institution :
Sect. Game Dev., Amsterdam Univ. of Appl. Sci. (HvA), Amsterdam, Netherlands
Volume :
3
Issue :
3
fYear :
2011
Firstpage :
216
Lastpage :
228
Abstract :
This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
Keywords :
computer games; grammars; action-adventure games; adaptable play experience; generative grammars; missions; online level generation; rogue-like role-playing game; rule-driven genre; spaces; Algorithm design and analysis; Games; Grammar; Space missions; Game AI; game design; generative grammars; real-time generated game environments;
fLanguage :
English
Journal_Title :
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher :
ieee
Conference_Location :
5/5/2011 12:00:00 AM
ISSN :
1943-068X
Type :
jour
DOI :
10.1109/TCIAIG.2011.2149523
Filename :
5763766
Link To Document :
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