Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/29702
Title: | Framing tension for game generation |
Authors: | Lopes, Phil Liapis, Antonios Yannakakis, Georgios N. |
Keywords: | Artificial intelligence Games of strategy (Mathematics) Human-computer interaction Computer games -- Design and construction |
Issue Date: | 2016 |
Publisher: | ICCC |
Citation: | Lopes, P., Liapis, A., & Yannakakis, G. N. (2016). Framing tension for game generation. Seventh International Conference on Computational Creativity, Paris. 1-8. |
Abstract: | Emotional progression in narratives is carefully structured by human authors to create unexpected and exciting situations, often culminating in a climactic moment. This paper explores how an autonomous computational designer can create frames of tension which guide the procedural creation of levels and their soundscapes in a digital horror game. Using narrative concepts, the autonomous designer can describe an intended experience that the automated level generator must adhere to. The level generator interprets this intent, bound by the possibilities and constraints of the game. The tension of the generated level guides the allocation of sounds in the level, using a crowdsourced model of tension. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/29702 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Framing_tension_for_game_generation.pdf | 1.64 MB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.