Generating missions and spaces for adaptable play experiences

Joris Dormans*, Sander Bakkes

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

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.

Original languageEnglish
Article number5763766
Pages (from-to)216-228
Number of pages13
JournalIEEE Transactions on Computational Intelligence and AI in Games
Volume3
Issue number3
DOIs
Publication statusPublished - Sept 2011

Bibliographical note

Funding Information:
Manuscript received November 01, 2010; revised March 01, 2011, April 15, 2011; accepted April 21, 2011. Date of publication May 05, 2011; date of current version September 14, 2011. This work was partially funded by the SIA project “Smart Systems for Smart Services.” The authors are with Section Game Development/CREATE-IT Applied Research, Amsterdam University of Applied Sciences (HvA), Amsterdam, The Netherlands (e-mail: [email protected]; [email protected]).

Copyright:
Copyright 2011 Elsevier B.V., All rights reserved.

Funding

Manuscript received November 01, 2010; revised March 01, 2011, April 15, 2011; accepted April 21, 2011. Date of publication May 05, 2011; date of current version September 14, 2011. This work was partially funded by the SIA project “Smart Systems for Smart Services.” The authors are with Section Game Development/CREATE-IT Applied Research, Amsterdam University of Applied Sciences (HvA), Amsterdam, The Netherlands (e-mail: [email protected]; [email protected]).

Keywords

  • Game AI
  • game design
  • generative grammars
  • real-time generated game environments

Fingerprint

Dive into the research topics of 'Generating missions and spaces for adaptable play experiences'. Together they form a unique fingerprint.

Cite this