3 research outputs found
Characteristics of generatable games
We address the problem of generating complete games, rather
than content for existing games. In particular, we try to an-
swer the question which types of games it would be realistic
or even feasible to generate. To begin to answer the question,
we rst list the di erent ways we see that games could be
generated, and then try to discuss what characterises games
that would be comparatively easy or hard to generate. The
discussion is structured according to a subset of the charac-
teristics discussed in the book Characteristics of Games by
Elias, Gar eld and Gutschera.peer-reviewe
Data adventures
This paper outlines a system for generating adventure games based on open data, and describes a sketch of the system implementation at its current state. The adventure game genre has been popular for a long time and differs signi cantly in design priorities from game genres which are commonly addressed in PCG research. In order to create believable and engaging content, we use data from DBpedia to generate the game's non-playable characters locations and plot, and OpenStreetMaps to create the game's levels.peer-reviewe
A constructive approach for the generation of underwater environments
This paper introduces Coralize, a library of generators for
marine organisms such as corals and sponges. Using constructive
algorithms, Coralize can generate stony corals via
L-system grammars, soft corals via leaf venation algorithms
and sponges via nutrient-based mesh growth. The generative
algorithms are parameterizable, allowing a user to adjust
the parameters in order to create visually appealing 3D
meshes. Such meshes can be used to automatically populate
a seabed or reef, in order to create a biologically realistic and
aesthetically pleasing underwater environment.The research was supported, in part, by the FP7 ICT
projects C2Learn (project no: 318480) and ILearnRW
(project no: 318803), and by the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665).peer-reviewe