Skip to main navigation Skip to search Skip to main content

Involving player experience in dynamically generated missions and game spaces

  • Amsterdam University of Applied Sciences

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

This paper investigates strategies to generate levels for action-adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or role-playing games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spacesas 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
Title of host publication11th International Conference on Intelligent Games and Simulation, GAME-ON 2010
Pages72-79
Number of pages8
Publication statusPublished - 2010
Event11th International Conference on Intelligent Games and Simulation, GAME-ON 2010 - Leicester, United Kingdom
Duration: 17 Nov 201019 Nov 2010

Publication series

Name11th International Conference on Intelligent Games and Simulation, GAME-ON 2010

Conference

Conference11th International Conference on Intelligent Games and Simulation, GAME-ON 2010
Country/TerritoryUnited Kingdom
CityLeicester
Period17/11/1019/11/10

Bibliographical note

Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.

Fingerprint

Dive into the research topics of 'Involving player experience in dynamically generated missions and game spaces'. Together they form a unique fingerprint.

Cite this