Petri Net Theory and the Modeling of Systems
Petri Net Theory and the Modeling of Systems
The metanovel: writing stories by computer.
The metanovel: writing stories by computer.
Computational Linguistics
From Linear Story Generation to Branching Story Graphs
IEEE Computer Graphics and Applications
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Exploiting mobile contexts for Petri-net to generate a story in cartoons
Applied Intelligence
A prototype quest generator based on a structural analysis of quests from four MMORPGs
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Automatic customization of non-player characters using players temperament
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
A role casting method based on emotions in a story generation system
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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In most cases, the story of popular RPG games is designed by professional designers as a main content. However, manual design of game content has limitation in the quantitative aspect. Manual story generation requires a large amount of time and effort. Because gamers want more diverse and rich content, so it is not easy to satisfy the needs with manual design. PCG (Procedural Content Generation) is to automatically generate the content of the game. In this paper, we propose a quest generation engine using Petri net planning. As a combination of Petri-net modules a quest, a quest plot is created. The proposed method is applied to a commercial game platform to show the feasibility.