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Scenario generation for emergency rescue training games

Published: 26 April 2009 Publication History

Abstract

Procedural methods have long been used for generation of art assets, but procedural generation of scenarios has lagged behind. In particular, training games for emergency rescue workers would benefit from procedural scenario generation guided by pedagogical goals. In such a game, users could select what skills they wish to train for, and the system would generate a unique level containing the elements necessary to train those skills. In this paper, we present a system that uses HTN planning to generate collapsed structure training scenarios that are both internally consistent and allow the user to train for the desired goals.

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Cited By

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  • (2023)Procedural Content Generation Using Reinforcement Learning for Disaster Evacuation Training in a Virtual 3D EnvironmentIEEE Access10.1109/ACCESS.2023.331372511(98607-98617)Online publication date: 2023
  • (2023)The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision MakingGames and Learning Alliance10.1007/978-3-031-49065-1_14(139-149)Online publication date: 29-Nov-2023
  • (2022)A Review on Serious Games for Disaster Relief2022 4th International Conference on Data Intelligence and Security (ICDIS)10.1109/ICDIS55630.2022.00068(408-414)Online publication date: Aug-2022
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cover image ACM Other conferences
FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. procedural level generation
  2. qualitative reasoning
  3. serious games

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FDG '09
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2023)Procedural Content Generation Using Reinforcement Learning for Disaster Evacuation Training in a Virtual 3D EnvironmentIEEE Access10.1109/ACCESS.2023.331372511(98607-98617)Online publication date: 2023
  • (2023)The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision MakingGames and Learning Alliance10.1007/978-3-031-49065-1_14(139-149)Online publication date: 29-Nov-2023
  • (2022)A Review on Serious Games for Disaster Relief2022 4th International Conference on Data Intelligence and Security (ICDIS)10.1109/ICDIS55630.2022.00068(408-414)Online publication date: Aug-2022
  • (2021)Virtual Scenario Simulation and Modeling Framework in Autonomous Driving SimulatorsElectronics10.3390/electronics1006069410:6(694)Online publication date: 16-Mar-2021
  • (2021)Synthesizing affective virtual reality multicharacter experiencesComputer Animation and Virtual Worlds10.1002/cav.200432:3-4Online publication date: 24-May-2021
  • (2020)A scenario generation pipeline for autonomous vehicle simulatorsHuman-centric Computing and Information Sciences10.1186/s13673-020-00231-z10:1Online publication date: 3-Jun-2020
  • (2018)A data‐driven procedural‐content‐generation approach for educational gamesJournal of Computer Assisted Learning10.1111/jcal.1228034:6(731-739)Online publication date: 7-Jun-2018
  • (2017)A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading SkillsJournal of Educational Computing Research10.1177/073563311770690956:2(293-310)Online publication date: 17-May-2017
  • (2016)Scenario Generation with Cellular Automaton for Game-Based Crisis Simulation System2016 9th International Conference on Developments in eSystems Engineering (DeSE)10.1109/DeSE.2016.26(157-162)Online publication date: Aug-2016
  • (2016)Content Generation for Serious GamesEntertainment Computing and Serious Games10.1007/978-3-319-46152-6_8(174-188)Online publication date: 6-Oct-2016
  • Show More Cited By

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