Procedural generation of branching quests for games

被引:5
|
作者
de Lima, Edirlei Soares [1 ,2 ]
Feijo, Bruno [3 ]
Furtado, Antonio L. [3 ]
机构
[1] Univ Europeia, Fac Design Technol & Commun, Lisbon, Portugal
[2] UNIDCOM IADE Design & Commun Res Unit, Lisbon, Portugal
[3] Pontifical Catholic Univ Rio de Janeiro, Dept Informat, Rio De Janeiro, Brazil
关键词
Quest Generation; Genetic Algorithms; Automated Planning; Branching Narratives; Interactive Storytelling; GENETIC ALGORITHM;
D O I
10.1016/j.entcom.2022.100491
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
The production of high-quality digital games usually requires a few hundred individuals, including designers, artists, and story writers. Currently, development teams are increasingly applying procedural content generation techniques to reduce their work overload. However, there is a lack of methods to handle the procedural gen-eration of branching quests that can support the richness of the digital games' mutable and highly interactive virtual worlds. The challenges to maintaining a rich and coherent game narrative are enormous. In this work, we present a novel procedural quest generation method that can produce coherent quests with branching storylines for dynamic and interactive game worlds. By combining automated planning with a genetic algorithm guided by story arcs, the proposed method can generate coherent branching quests based on a narrative structure. Pre-liminary results show that the branching quests created with our approach are nearly at par with those made by professional game designers.
引用
收藏
页数:14
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