Enhancing level difficulty and additional content in platform videogames through graph analysis
Autor(a) principal: | |
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Data de Publicação: | 2012 |
Outros Autores: | , |
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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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 |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.26/6089 |
url |
http://hdl.handle.net/10400.26/6089 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
0302-9743 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Springer Berlin Heidelberg |
publisher.none.fl_str_mv |
Springer Berlin Heidelberg |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799135320273321984 |