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Genetic Quests
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Research Project
Informatics Department - Pontifical Catholic University of Rio de Janeiro (PUC-Rio)
IADE - Universidade Europeia
Edirlei Soares de Lima <edirlei.lima@universidadeeuropeia.pt> Bruno Feijo <bfeijo@inf.puc-rio.br> Antonio L. Furtado <furtado@inf.puc-rio.br>
The production of high-quality commercial games requires the work of a few hundred individuals, including designers, artists, and story writers, to produce game content, such as 3D models, textures, and narratives. Over the last decade, the production of game content has grown to the point of becoming a bottleneck in companies’ schedules and budgets. In this context, procedural content generation techniques are increasingly being applied to reduce the work overload of the development teams. However, there is a lack of methods to handle the procedural generation of quests that can support the richness of the digital games' mutable and highly interactive virtual worlds. The challenges to maintaining a rich and coherent game narrative are enormous. In this project, we explore new procedural quest generation methods based on automated planning and genetic algorithms to produce coherent quests for dynamic and interactive game worlds.
Publications:
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Lima, E.S., Feijo, B., Furtado, A.L., 2021. Adaptive Branching Quests Based on Automated Planning and Story Arcs. XX Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2021). [Under Review]
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Lima, E.S., Feijo, B., Furtado, A.L., 2021. Procedural Generation of Branching Quests for Games. Entertainment Computing Journal. [Under Review]
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Lima, E.S., Feijo, B., Furtado, A.L., 2019. Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning. In: Proceedings of the XVIII Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2019), Rio de Janeiro, Brazil, p. 495-504. [DOI: https://doi.org/10.1109/SBGames.2019.00028]
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