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 language | English |
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Article number | 5763766 |
Pages (from-to) | 216-228 |
Number of pages | 13 |
Journal | IEEE Transactions on Computational Intelligence and AI in Games |
Volume | 3 |
Issue number | 3 |
DOIs | |
Publication status | Published - 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