An Efficient Game Level Generation in Web-Based Serious Game Jung Tsung Chen, Shao Shin Hung, Der Chian Tsaih - 2013


Support : Références scientifiques
Auteur(s) : Jung Tsung Chen, Shao Shin Hung, Der Chian Tsaih
Editeur : Applied Mechanics and Materials (Volumes 284-287), Wen-Hsiang Hsieh
Date : 2013
Langue : Langue


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.
Références (1) :
D. Djaouti, J. Alvarez, O. Rampnoux, V. Charvillat, J.-P. Jessel, "Serious Games & Cultural Heritage: A case study of prehistoric caves", 15th International Conference on Virtual Systems and Multimedia, pp. 221-226, 2009. 

Mots-clés : Cultural Heritage , Game Level Design, Gameplay, Serious Game