Authoring adaptive game world generation |
Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, for example, by providing some control over adaptive game world generation.
These methods, however, are mostly ad-hoc and require quite some technical skills. To the best of our knowledge, so far there has been no adaptive method that is truly generic and explicitly designed to actively include game designers in the content creation loop. In this article, we introduce a generic method that enables designers to author adaptivity of game world generation, in a very expressive and specific fashion.
Our approach uses adaptation rules which build atop gameplay semantics in order to steer the on-line generation of game content. Designers create these rules by associating skill profiles, describing skill proficiency, with content descriptions, detailing the desired properties of specific game world content. This game content is then generated on-line using a rule matching and retrieval approach. We performed user studies with both designers and players, and concluded that adaptation rules provide game designers with a rich expressive range to effectively convey specific adaptive gameplay experiences to players.
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BibTex references
@Article { LEB18, author = "Lopes, Ricardo and Eisemann, Elmar and Bidarra, Rafael", title = "Authoring adaptive game world generation", journal = "IEEE Transactions on Games", number = "1", volume = "1", pages = "42 -- 55", month = "mar", year = "2018", note = "DOI 10.1109/TCIAIG.2017.2678759", url = "http://graphics.tudelft.nl/Publications-new/2018/LEB18" }