Semantic Game Worlds

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Abstract

The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different components of the game engine. What lacks is a common semantic representation that can act as the glue between these components. In this thesis we define semantic game worlds as game worlds that are populated with objects enriched with semantics. They offer game programmers a consistent representation that can be shared by game engine components. Moreover, this representation offers designers a way to moderate conflicts between procedural content generation techniques and it enables them to specify object behavior in a generic manner.