9 research outputs found

    Automatic Generation of Game Level Solutions as Storyboards

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    Automatic generation of game level solutions as storyboards

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    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

    A Serious Game Engine for Interview Simulation: Application to the development of doctor-patient communication

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    International audienceIn this paper we present the architecture of a conversation engine aimed to simulate an interview process between a human and a computer player. This component is a central element of many serious games where educational goal is to develop player communication skills. We demonstrate the use of our engine in AgileDoctor, a serious game project for training medical students and general practitioners to communicate with their patients, so as to improve their long-term relationship and provide a higher quality health care. Our proposed conversation engine uses a generic method to combine the game scenario and the educational objectives. The game scenario is described by an instance of a model that formalizes the general doctor-patient interview process and the skills to develop. The conversation engine is able to use this model to engage a challenging dialogue with a human player where missing skills are focused. The proposed design methodology is not bound to the health domain and is transferable to a large range of educational usage

    GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE

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    Game are activity most structure, one that ordinary is done in fun and also education tool and help to develop practical skill, as training, education, simulation or psychological. On its developing current game have until 3D. In one game, include in First Person Shutter  necessary scoring  one that intent to motivate that player is more terpacu to solve game until all through,  on scoring  Super Mario's game Boss, Compass does count scoring haven't utilized Artifical Intelligent so so chanted, while player meet with supporting objects example ammor  ability really guns directly dead, so is so easy win. Therefore at needs a count scoring  interesting so more motivated in finishing problem Scoring accounting point for First Person Shutter's game .This modelling as interesting daring in one game, since model scoring  one that effective gets to motivate that player is more terpacu in plays and keep player for back plays. Besides model scoring  can assign value that bound up with game zoom.On Research hits scoring this game will make scoring bases some criterion which is health Point, Attack point, Defence point, And  Magic  what do at have  supporting objects ,then in this research do compare two method are methodic statistic and Fuzzy. Result of this research 83,4 % on testing's examination and on eventually gets to be concluded that fuzzy's method in trouble finish time more long time but will player more challenging to railroad.

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    A Digital Game Maturity Model

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    Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved. This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management. The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry

    Automatic Generation of Game Level Solutions as Storyboards

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    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. We present a fully-implemented prototype which uses the blockbuster game Hitman 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, we have adapted original Hitman storyboards for their use with a generated solution: we 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. We illustrate system behaviour with specific examples of solution generation
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