Enhancing level difficulty and additional content in platform videogames through graph analysis

Detalhes bibliográficos
Autor(a) principal: Mourato, Fausto
Data de Publicação: 2012
Outros Autores: Birra, Fernando, Santos, Manuel Próspero dos
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/6089
Resumo: In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. Alternatively, a designer can create that base level structure and use the algorithm to adapt it to a certain profile. Also, some adjustments can be made to enhance multiplayer cooperative gaming for uneven skilled players, where the path is adapted to force a difficult route to one player and an easier one for the other player. Our experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other similar games.
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spelling Enhancing level difficulty and additional content in platform videogames through graph analysisAlgorithmsDesignExperimentationHuman factorsPlatform videogamesProcedural Content GenerationAutomated Game DesignIn this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. Alternatively, a designer can create that base level structure and use the algorithm to adapt it to a certain profile. Also, some adjustments can be made to enhance multiplayer cooperative gaming for uneven skilled players, where the path is adapted to force a difficult route to one player and an easier one for the other player. Our experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other similar games.Springer Berlin HeidelbergRepositório ComumMourato, FaustoBirra, FernandoSantos, Manuel Próspero dos2014-03-13T17:14:57Z2012-112012-11-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/6089eng0302-9743info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-21T09:50:34Zoai:comum.rcaap.pt:10400.26/6089Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:06:36.499773Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Enhancing level difficulty and additional content in platform videogames through graph analysis
title Enhancing level difficulty and additional content in platform videogames through graph analysis
spellingShingle Enhancing level difficulty and additional content in platform videogames through graph analysis
Mourato, Fausto
Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
title_short Enhancing level difficulty and additional content in platform videogames through graph analysis
title_full Enhancing level difficulty and additional content in platform videogames through graph analysis
title_fullStr Enhancing level difficulty and additional content in platform videogames through graph analysis
title_full_unstemmed Enhancing level difficulty and additional content in platform videogames through graph analysis
title_sort Enhancing level difficulty and additional content in platform videogames through graph analysis
author Mourato, Fausto
author_facet Mourato, Fausto
Birra, Fernando
Santos, Manuel Próspero dos
author_role author
author2 Birra, Fernando
Santos, Manuel Próspero dos
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Mourato, Fausto
Birra, Fernando
Santos, Manuel Próspero dos
dc.subject.por.fl_str_mv Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
topic Algorithms
Design
Experimentation
Human factors
Platform videogames
Procedural Content Generation
Automated Game Design
description In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. Alternatively, a designer can create that base level structure and use the algorithm to adapt it to a certain profile. Also, some adjustments can be made to enhance multiplayer cooperative gaming for uneven skilled players, where the path is adapted to force a difficult route to one player and an easier one for the other player. Our experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other similar games.
publishDate 2012
dc.date.none.fl_str_mv 2012-11
2012-11-01T00:00:00Z
2014-03-13T17:14:57Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/6089
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dc.language.iso.fl_str_mv eng
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dc.publisher.none.fl_str_mv Springer Berlin Heidelberg
publisher.none.fl_str_mv Springer Berlin Heidelberg
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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