Automatic generation of game level solutions as storyboards

Hdl Handle:
http://hdl.handle.net/10149/91602
Title:
Automatic generation of game level solutions as storyboards
Book Title:
Proceedings of the fourth artificial intelligence and interactive digital entertainment conference
Authors:
Pizzi, D. (David); Cavazza, M. O. (Marc); Whittaker, A. (Alex); Lugrin, J-L. (Jean-Luc)
Editors:
Darken, C. (Chris); Mateas, M. (Michael)
Affiliation:
University of Teesside. School of Computing.
Citation:
Pizzi, D. et al. (2008) 'Automatic generation of game level solutions as storyboards', Fourth artificial intelligence and interactive digital entertainment conference, Stanford University, California, October 22 - 24, in Darken, C. and Mateas, M. Proceedings of the fourth artificial intelligence and interactive digital entertainment conference. IEEE, pp.96-101.
Publisher:
IEEE
Conference:
Fourth artificial intelligence and interactive digital entertainment conference, 2008, Stanford University, California, October 22 - 24.
Issue Date:
Oct-2008
URI:
http://hdl.handle.net/10149/91602
Additional Links:
http://www.aaai.org/Papers/AIIDE/2008/AIIDE08-016.pdf
Abstract:
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specifically dedicated to game events rather than objects or characters. However, one issue constantly raised by game developers, when discussing gameplay implications of Interactive Storytelling techniques, is the possible loss of designer control over the dynamically generated storyline. Joint research with industry has suggested a new potential use for Interactive Storytelling technologies, which stands precisely as an assistance to game design. Its basic philosophy is to generate various/all possible solutions to a given game level using the player character as the main agent, and gameplay actions as the basic elements of solution generation. The authors present a fully-implemented prototype which uses the blockbuster game HitmanTM as an application. This system uses Heuristic Search Planning to generate level solutions, each legal game action being described as a planning operator. The description of the initial state, the level’s objective as well as the level layout, constitute the input data. Other parameters for the simulation include the Hitman’s style, which influences the choice of certain actions and privileges a certain style of solution (e.g. stealth versus violent). As a design tool, it seemed appropriate to generate visual output which would be consistent with the current design process. In order to achieve this, the authors have adapted original HitmanTM storyboards for their use with a generated solution: they attach elements of storyboards to the planning operators so that a complete solution generates a comic strip similar to an instantiated storyboard for the solution generated. The authors illustrate system behaviour with specific examples of solution generation.
Type:
Meetings and Proceedings; Book Chapter
Language:
en
Keywords:
interactive storytelling; game level solutions; storyboards; heuristic search planning; control
Rights:
Author can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 03/06/2010]
Citation Count:
0 [Scopus, 09/02/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorPizzi, D. (David)en
dc.contributor.authorCavazza, M. O. (Marc)en
dc.contributor.authorWhittaker, A. (Alex)en
dc.contributor.authorLugrin, J-L. (Jean-Luc)en
dc.contributor.editorDarken, C. (Chris)-
dc.contributor.editorMateas, M. (Michael)-
dc.date.accessioned2010-02-09T15:34:55Z-
dc.date.available2010-02-09T15:34:55Z-
dc.date.issued2008-10-
dc.identifier.urihttp://hdl.handle.net/10149/91602-
dc.description.abstractInteractive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specifically dedicated to game events rather than objects or characters. However, one issue constantly raised by game developers, when discussing gameplay implications of Interactive Storytelling techniques, is the possible loss of designer control over the dynamically generated storyline. Joint research with industry has suggested a new potential use for Interactive Storytelling technologies, which stands precisely as an assistance to game design. Its basic philosophy is to generate various/all possible solutions to a given game level using the player character as the main agent, and gameplay actions as the basic elements of solution generation. The authors present a fully-implemented prototype which uses the blockbuster game HitmanTM as an application. This system uses Heuristic Search Planning to generate level solutions, each legal game action being described as a planning operator. The description of the initial state, the level’s objective as well as the level layout, constitute the input data. Other parameters for the simulation include the Hitman’s style, which influences the choice of certain actions and privileges a certain style of solution (e.g. stealth versus violent). As a design tool, it seemed appropriate to generate visual output which would be consistent with the current design process. In order to achieve this, the authors have adapted original HitmanTM storyboards for their use with a generated solution: they attach elements of storyboards to the planning operators so that a complete solution generates a comic strip similar to an instantiated storyboard for the solution generated. The authors illustrate system behaviour with specific examples of solution generation.en
dc.language.isoenen
dc.publisherIEEEen
dc.relation.urlhttp://www.aaai.org/Papers/AIIDE/2008/AIIDE08-016.pdf-
dc.rightsAuthor can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 03/06/2010]-
dc.subjectinteractive storytellingen
dc.subjectgame level solutionsen
dc.subjectstoryboardsen
dc.subjectheuristic search planningen
dc.subjectcontrolen
dc.titleAutomatic generation of game level solutions as storyboardsen
dc.typeMeetings and Proceedingsen
dc.typeBook Chapter-
dc.contributor.departmentUniversity of Teesside. School of Computing.en
dc.title.bookProceedings of the fourth artificial intelligence and interactive digital entertainment conference-
dc.identifier.conferenceFourth artificial intelligence and interactive digital entertainment conference, 2008, Stanford University, California, October 22 - 24.en
ref.citationcount0 [Scopus, 09/02/2010]en
or.citation.harvardPizzi, D. et al. (2008) 'Automatic generation of game level solutions as storyboards', Fourth artificial intelligence and interactive digital entertainment conference, Stanford University, California, October 22 - 24, in Darken, C. and Mateas, M. Proceedings of the fourth artificial intelligence and interactive digital entertainment conference. IEEE, pp.96-101.-
prism.startingPage96-
prism.endingPage101-
All Items in TeesRep are protected by copyright, with all rights reserved, unless otherwise indicated.