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A quest generated from our system is filtered for conflicting scenarios and then analyzed using Prolog to guarantee multiple paths of completion.
Abstract— Existing quest generation systems that use structural rules have an important limitation. A quest generated by such systems are not guaranteed to ...
A similar approach is explored by Chongmesuk and Kotrajaras [13] , but focusing on the analysis of the alternative paths that can be generated for a given type ...
We present a new approach to create quests with branching storylines. •. The proposed method is based on Genetic Algorithms and Automated Planning.
Our aim is to procedurally generate quests that are complex, multi-leveled, and plausible to players of RPGs. We analyze a nontrivial quest from Everquest and ...
Sep 7, 2009 · I'm just wondering what you all consider to be the most accepted standard for designing complex quests? For example: Flow charts?
Missing: Generation Structural
Nov 14, 2014 · A prototype quest generator based on a structural analysis of quests from four. MMORPGs. In Proc. Inter. Workshop on Procedural. Content ...
Apr 25, 2024 · Vishnu Kotrajaras , Tanawat Kumnoonsate: Fine-Tuning Parameters for Emergent Environments in Games Using Artificial Intelligence.