Proceedings of the 13th International Conference on the Foundations of Digital Games 2018
DOI: 10.1145/3235765.3235790
|View full text |Cite
|
Sign up to set email alerts
|

AtDELFI

Abstract: This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how to play video games. We present a representation of game rules and mechanics using a graph system as well as a tutorial generation method that uses said graph representation. We demonstrate the concept by testing it on games within the General Video Game Artifi… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2019
2019
2022
2022

Publication Types

Select...
3
2
1

Relationship

1
5

Authors

Journals

citations
Cited by 18 publications
(2 citation statements)
references
References 22 publications
(18 reference statements)
0
2
0
Order By: Relevance
“…In addition, four published papers in the field of AI were found discussing the automation of game tutorial design ( Aytemiz et al., 2018 ; Benotti and Bertoa, 2011 ; Branavan et al., 2009 ; Green et al., 2018 ). Two reviewed articles from HCI-related publications also explored new forms of external guidance for video games ( Payne et al., 2017 ; Wehbe et al., 2013 ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…In addition, four published papers in the field of AI were found discussing the automation of game tutorial design ( Aytemiz et al., 2018 ; Benotti and Bertoa, 2011 ; Branavan et al., 2009 ; Green et al., 2018 ). Two reviewed articles from HCI-related publications also explored new forms of external guidance for video games ( Payne et al., 2017 ; Wehbe et al., 2013 ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…In this regard, the focus in this thesis is on distilling trained policies into various forms of decision trees, such that they can identify small sets of key features and be used as explanations of relevant tactics to human players. This could, for example, produce useful explanations or visualisations for automaticallygenerated tutorials or instruction manuals for arbitrary games (Green et al, 2018;Stephenson et al, 2022). Another type of insight that is briefly considered is an analysis of a game's tactical or strategic depth (Lantz et al, 2017), which can be a useful indicator of a game's quality (Browne, 2009(Browne, , 2012Apeldoorn and Volz, 2017).…”
Section: Research Question 4: How Can We Extract Insights Into a Game...mentioning
confidence: 99%