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