Authoring Adaptive Game World Generation

Journal Article (2018)
Author(s)

R. Lopes (Cardano Risk Management B.V)

E. Eisemann (TU Delft - Computer Graphics and Visualisation)

Rafael Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2018 R. De Vasconcelos Abreu Lopes, E. Eisemann, Rafael Bidarra
DOI related publication
https://doi.org/10.1109/TCIAIG.2017.2678759
More Info
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Publication Year
2018
Language
English
Copyright
© 2018 R. De Vasconcelos Abreu Lopes, E. Eisemann, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Issue number
1
Volume number
10
Pages (from-to)
42-55
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Abstract

Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, for example, by providing some control over adaptive game world generation. These methods, however, are mostly ad-hoc and require quite some technical skills. To the best of our knowledge, so far, there has been no adaptive method that is truly generic and explicitly designed to actively include game designers in the content creation loop. In this paper, we introduce a generic method that enables designers to author adaptivity of game world generation, in a very expressive and specific fashion. Our approach uses adaptation rules, which build atop gameplay semantics in order to steer the online generation of the game content. Designers create these rules by associating skill profiles, describing skill proficiency, with content descriptions, detailing the desired properties of the specific game world content. This game content is then generated online using a matching and retrieval approach. We performed user studies with both designers and players and concluded that adaptation rules provide game designers with a rich expressive range to effectively convey specific adaptive gameplay experiences to players.

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