• DocumentCode
    579616
  • Title

    Smart terrain causality chains for adventure-game puzzle generation

  • Author

    Dart, Isaac ; Nelson, Mark J.

  • fYear
    2012
  • fDate
    11-14 Sept. 2012
  • Firstpage
    328
  • Lastpage
    334
  • Abstract
    Adventure videogames have the player assume the role of protagonist in an interactive story, which is primarily driven by exploration and puzzle-solving. A major drawback with this genre is minimal replayability, since the player has already seen what there is to explore, and knows how to solve the puzzles. We propose a technique to generate variations on puzzles that fit in the same location in the original story, and therefore don´t require fully procedural story generation. We keep a database of smart terrain items, which can have effects on other items. Puzzles are generated by taking advantage of a duality between puzzle-solving and generation. Once we build smart terrain causality chains (STCCs) of puzzle solutions, a puzzle known to be solvable can be generated by simply inserting the items contained in a causality chain into the environment. We demonstrate this technique in an experimental videogame, Space Dust, which shows that even a very short adventure game can produce multiple interesting playthroughs when STCC-based puzzle generation is added.
  • Keywords
    computer games; Space Dust; adventure videogame; adventure-game puzzle generation; duality; experimental videogame; interactive story; minimal replayability; puzzle-solving; smart terrain causality chain; Bars; Computational intelligence; Conferences; Engines; Games; Ovens; Physics;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2012 IEEE Conference on
  • Conference_Location
    Granada
  • Print_ISBN
    978-1-4673-1193-9
  • Electronic_ISBN
    978-1-4673-1192-2
  • Type

    conf

  • DOI
    10.1109/CIG.2012.6374173
  • Filename
    6374173