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Adventures in level design: generating missions and spaces for action adventure games

Published: 18 June 2010 Publication History

Abstract

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.

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cover image ACM Other conferences
PCGames '10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games
June 2010
67 pages
ISBN:9781450300230
DOI:10.1145/1814256
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2010

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Author Tags

  1. action adventure games
  2. level design
  3. procedural generation

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FDG '10
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Overall Acceptance Rate 13 of 15 submissions, 87%

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  • (2024)Sturgeon-MKIVProceedings of the Twentieth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.1609/aiide.v20i1.31862(13-24)Online publication date: 18-Nov-2024
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  • (2024)Analysing the effect of latent space mutation strategies for PCGML2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645585(1-8)Online publication date: 5-Aug-2024
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  • (2024)Performance-Driven VR Learning for RoboticsPhygital Intelligence10.1007/978-981-99-8405-3_30(356-367)Online publication date: 4-Jan-2024
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  • (2023)Hierarchical WaveFunction collapseProceedings of the Nineteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.1609/aiide.v19i1.27498(23-33)Online publication date: 8-Oct-2023
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