• 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