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The use of functional L-systems for scenario generation in serious games

Published: 18 June 2010 Publication History

Abstract

So called "serious games" have used games (in a sense, virtual environments) for reasons other than entertainment. Particularly within the training community, they have garnered increasing attention over recent years. However, means of generating new scenarios that have increased training effectiveness has continued to be lacking. Because creating new scenarios is a time-intensive and costly exercise. existing scenarios are commonly reused with only minor changes, a practice that can hamper training effectiveness over time.
We have been pursuing a thrust of research in automated scenario generation. In this paper, we present our work in the use of Functional L-systems for generating scenarios. We first review some of our previous work in defining scenarios; then show how Functional L-systems are used to build up the scenarios.

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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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    Publication History

    Published: 18 June 2010

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    Author Tags

    1. FL-systems
    2. scenario generation
    3. simulation
    4. training

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    Cited By

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    • (2023)Combinatorial Sequences for Disaster Scenario GenerationOperations Research Forum10.1007/s43069-023-00225-44:2Online publication date: 7-Jun-2023
    • (2022)Evaluating Human–Robot Interaction Algorithms in Shared Autonomy via Quality Diversity Scenario GenerationACM Transactions on Human-Robot Interaction10.1145/347641211:3(1-30)Online publication date: 2-Sep-2022
    • (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
    • (2020)10 Years of the PCG workshop: Past and Future TrendsProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409598(1-10)Online publication date: 15-Sep-2020
    • (2017)Design and Evaluation of a Data-Driven Scenario Generation Framework for Game-Based TrainingIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2016.25411689:3(213-226)Online publication date: Sep-2017
    • (2016)An analysis of questionnaires and performance measures for a simulation-based kinesic cue detection taskProceedings of the 2016 Winter Simulation Conference10.5555/3042094.3042481(3110-3121)Online publication date: 11-Dec-2016
    • (2016)An analysis of questionnaires and performance measures for a simulation-based kinesic cue detection task2016 Winter Simulation Conference (WSC)10.1109/WSC.2016.7822344(3110-3121)Online publication date: Dec-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
    • (2016)Assessment of Kim’s Game Strategy for Behavior Cue Detection: Engagement, Flow, & Performance AspectsVirtual, Augmented and Mixed Reality10.1007/978-3-319-39907-2_15(156-163)Online publication date: 19-Jun-2016
    • (2015)Data-Driven Dynamic Adaptation Framework for Multi-agent Training GameProceedings of the 2015 IEEE / WIC / ACM International Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT) - Volume 0110.1109/WI-IAT.2015.79(308-311)Online publication date: 6-Dec-2015
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