2013 IEEE Conference on Computational Inteligence in Games (CIG) 2013
DOI: 10.1109/cig.2013.6633654
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Towards story-based content generation: From plot-points to maps

Abstract: Abstract-Some computer game genres require meaningful stories and complex worlds in order to successfully engage players. In this paper we look at a procedural approach to storybased map generation focusing on the tight relationship between stories and the virtual worlds where those stories will unfold. Our long term goal is to develop procedural content generation techniques that can produce maps supporting multiple stories. We present an approach that takes, as input, the specification of a story space as a … Show more

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Cited by 13 publications
(2 citation statements)
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“…• Computational narrative → Procedural content generation: By breaking the game narrative into subareas of game content we can find core game content elements such as the game's plotline [7], [108], but also the ways a story is represented in the game environment [109]. The coupling of a game's representation and the story of the game is of vital importance for player experience.…”
Section: F Computational Narrativementioning
confidence: 99%
“…• Computational narrative → Procedural content generation: By breaking the game narrative into subareas of game content we can find core game content elements such as the game's plotline [7], [108], but also the ways a story is represented in the game environment [109]. The coupling of a game's representation and the story of the game is of vital importance for player experience.…”
Section: F Computational Narrativementioning
confidence: 99%
“…The other attempt in this type of PGC was by Valls-Vargas and peers [41]. Their work focused on generating a map that could support multiple quests/stories that unfolded non-linearly.…”
Section: Static Quest In Generated Game Worldmentioning
confidence: 99%