2016 IEEE Conference on Computational Intelligence and Games (CIG) 2016
DOI: 10.1109/cig.2016.7860396
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Evolving missions to create game spaces

Abstract: Abstract-This paper describes a search-based generative method which creates game levels by evolving the intended sequence of player actions rather than their spatial layout. The proposed approach evolves graphs where nodes representing player actions are linked to form one or more ways in which a mission can be completed. Initially simple graphs containing the mission's starting and ending nodes are evolved via mutation operators which expand and prune the graph topology. Evolution is guided by several object… Show more

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Cited by 13 publications
(8 citation statements)
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References 11 publications
(17 reference statements)
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“…Karavolos et al [3] also abstract a game world as a graph, where nodes represent rooms, edges represent doorways between rooms, and a the value on a node represents what type of room it is in order to model dungeons in games. However, this work's focus is on generating graphs to make interesting dungeons to explore without consideration for locked edges and reachability.…”
Section: Related Workmentioning
confidence: 99%
“…Karavolos et al [3] also abstract a game world as a graph, where nodes represent rooms, edges represent doorways between rooms, and a the value on a node represents what type of room it is in order to model dungeons in games. However, this work's focus is on generating graphs to make interesting dungeons to explore without consideration for locked edges and reachability.…”
Section: Related Workmentioning
confidence: 99%
“…Similar to the evaluation of dungeons based on so-called mission graphs that express the type and order of challenge in [69], all the evaluation methods for narrative in games we found [43,55,77] are based on a kindred representation of the temporal order of events. While a crowdsourced approach that includes implicit feedback is proposed in [77], [43,55] add information collected from gameplay data instead.…”
Section: A26 Strategy Action and Narrative-based Gamesmentioning
confidence: 99%
“…The dungeon is a popular level design archetype found in several popular game genres [5,18]. Dungeons are also popular in PCG research, where different approaches have been presented for generating dungeon levels [8,11,13,19,22]. These works emphasize the importance of considering goals, missions, the narrative or themes, visual style, and gameplay rules when designing levels, therefore they should be taken into consideration when developing a mixed-initiative tool for content generation [12].…”
Section: Dungeon Design In Videogamesmentioning
confidence: 99%