Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
A graph grammar approach to graphical parsing
VL '95 Proceedings of the 11th International IEEE Symposium on Visual Languages
High Score!: The Illustrated History of Electronic Games, Second Edition
High Score!: The Illustrated History of Electronic Games, Second Edition
Power-Up: How Japanese Video Games Gave the World an Extra Life
Power-Up: How Japanese Video Games Gave the World an Extra Life
Algorithms, Languages, Automata, & Compilers: A Practical Approach
Algorithms, Languages, Automata, & Compilers: A Practical Approach
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Optimizing adaptivity in educational games
Proceedings of the International Conference on the Foundations of Digital Games
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
A trace-based framework for analyzing and synthesizing educational progressions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach
Proceedings of the The third workshop on Procedural Content Generation in Games
Generating Emergent Physics for Action-Adventure Games
Proceedings of the The third workshop on Procedural Content Generation in Games
Hi-index | 0.00 |
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 roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two 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.