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 language | English |
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| Title of host publication | 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010 |
| Pages | 72-79 |
| Number of pages | 8 |
| Publication status | Published - 2010 |
| Event | 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010 - Leicester, United Kingdom Duration: 17 Nov 2010 → 19 Nov 2010 |
Publication series
| Name | 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010 |
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Conference
| Conference | 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010 |
|---|---|
| Country/Territory | United Kingdom |
| City | Leicester |
| Period | 17/11/10 → 19/11/10 |
Bibliographical note
Copyright:Copyright 2013 Elsevier B.V., All rights reserved.
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