Proceedings of the the Third Workshop on Procedural Content Generation in Games 2012
DOI: 10.1145/2538528.2538531
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Using gameplay semantics to procedurally generate player-matching game worlds

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Cited by 11 publications
(12 citation statements)
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“…To the best of our knowledge, there has been no research on enabling game designers to combine player modeling and content generation to author adaptive games in an interactive fashion. Previously, the use of gameplay semantics as a suitable vocabulary to support the control over PCG methods and its integration with player modeling techniques has been proposed [19]. We believe that our approach, together with current research advancements in PCG and player modeling, already provides a mature basis to start incorporating designers as active agents in the adaptive game creation loop.…”
Section: Related Workmentioning
confidence: 99%
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“…To the best of our knowledge, there has been no research on enabling game designers to combine player modeling and content generation to author adaptive games in an interactive fashion. Previously, the use of gameplay semantics as a suitable vocabulary to support the control over PCG methods and its integration with player modeling techniques has been proposed [19]. We believe that our approach, together with current research advancements in PCG and player modeling, already provides a mature basis to start incorporating designers as active agents in the adaptive game creation loop.…”
Section: Related Workmentioning
confidence: 99%
“…Skill profiles take the role of the preconditions of a semantic gameplay description, and content descriptions take the role of the semantics classes of a description. These semantic gameplay descriptions (now adaptation rules) are created directly by designers, and are not automatically derived from classes labeled with gameplay semantics, like in previous work [19], [21], [22].…”
Section: A Adaptation Rulesmentioning
confidence: 99%
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“…As a result, PCG control is evolving towards more natural and high-level interaction between designer and machine, with the use of techniques like declarative modeling [29,10], controllable agents [5] and gameplay-based control [14].…”
Section: Chaptermentioning
confidence: 99%
“…Dormans and Bakkes [20], [28] investigated the procedural generation of entire levels for action-adventure games, which distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. Lopes et al [29] developed a framework aimed at creating personalised content for complex and immersive game worlds; by modelling which content provided the context for a given personal gameplay experience. Sorenson et al [30] developed an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing.…”
Section: Space Adaptationmentioning
confidence: 99%