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An Efficient Game Level Generation in Web-based Serious Game

机译:基于Web的严重游戏中的一种高效的游戏级别

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Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Especially, in Serious Game, on the one hand, we offer an easier access and a multi-perspective view of cultural heritage artifacts, and, on the other, may also enrich and improve cultural heritage education.
机译:尽管对互动讲故事技术的兴趣越来越令人兴趣,但它们对传统游戏设计的实际应用仍将进行调查。然而,许多游戏设计师对传统游戏标题中的这种生成技术纳入了担忧,主要是因为缺乏控制,它们将有动态产生的内容。本文提出了一个创作工具,允许游戏设计人员以自动生成的故事板的形式正式,可视化,修改和验证游戏级别解决方案。该系统使用规划技术来生成与游戏系统规则一致的级别解决方案。主要规划代理对应于播放器字符,系统使用游戏操作作为规划运算符和级别目标作为计划级别解决方案。特别是在严肃的游戏中,一方面,我们提供更容易的访问和多透视文化遗产,而另一方面,也可以丰富和改善文化遗产教育。

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