Using gameplay semantics to procedurally generate player-matching game worlds

  • Authors:
  • Ricardo Lopes;Tim Tutenel;Rafael Bidarra

  • Affiliations:
  • Computer Graphics and Visualization Group, Delft University of Technology, Mekelweg 4, 2628 CD Delft, The Netherlands;Computer Graphics and Visualization Group, Delft University of Technology, Mekelweg 4, 2628 CD Delft, The Netherlands;Computer Graphics and Visualization Group, Delft University of Technology, Mekelweg 4, 2628 CD Delft, The Netherlands

  • Venue:
  • Proceedings of the The third workshop on Procedural Content Generation in Games
  • Year:
  • 2012

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Abstract

The use of procedural content generation to support adaptive games is starting to gain momentum in current research. However, there are still many open issues to tackle, namely the reusability of methodologies. Our research focuses on reusable and generic methods for linking the procedural generation of 3D game worlds with gameplay, as measured by player modelling techniques. As the interface for that link, we propose the use of gameplay semantics, a knowledge representation technique that allows our case-based generator to match content to player models. We present and discuss the implementation of our proposed method in an existing game, Stunt Playground. Gameplay semantics is created by designers in a generic way and is then used to procedurally generate player-matching Stunt Playground game worlds, both at the design and game stage. Current results show that our approach can automatically create such adaptive game content, thus effectively bridging game world designers, procedural generation and gameplay.