Mobile adaptive procedural content generation

نویسندگان

  • Ricardo Lopes
  • Ken Hilf
  • Luke Jayapalan
  • Rafael Bidarra
چکیده

The nature of most modern mobile games is different from that of most computer/console games, which are typically targeted at casual gamers and are played in a wide variety of space, time and device contexts. We argue that this feature of mobile games naturally fits with adaptive procedural content generation (PCG). In this paper, we propose the integration of two PCG-based approaches (experiencedriven and context-driven PCG) to support the generation of adaptive mobile game levels. We present and discuss the implementation of our approach in an existing game, 7’s Wild Ride. Gameplay semantics and player modeling are used to steer a level generator, featuring a time-dependent dynamic difficulty adjustment mechanism. From our two user studies, we conclude that (i) context-driven levels are preferable over traditional ones, and (ii) the game can adapt to different player types, keeping its gameplay balanced and player satisfaction.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Gameplay semantics for authoring adaptivity in mobile games

Using procedural content generation (PCG) in game development can contribute to further engage players in more fun, balanced and richer gameplay. An adaptive game can achieve this by: (i) distinguishing its players’ interaction [3], and (ii) accordingly adapting game elements, using PCG [4]. We investigated adaptive mobile PCG methods with a case study on 7’s Wild Ride, a game developed at the ...

متن کامل

A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars

Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible gameplay spaces. This methodology brings many advantages to game developers, such as reduced memory consumption. This works presents a procedural balanced map generator for a real-time strategy game: Planet Wars. This gener...

متن کامل

Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves

In experience-driven procedural content generation (EDPCG) [15], the challenge of (parts of) a level are often subject to player-adaptive optimisation. However, this may interfere with the design goals of the game designer with respect to the difficulty build-up of the entire level, e.g., the designer may have specific ideas about where the climax of a level ought to be. This can be a reason fo...

متن کامل

ADAPTIVE ORDERED WEIGHTED AVERAGING FOR ANOMALY DETECTION IN CLUSTER-BASED MOBILE AD HOC NETWORKS

In this paper, an anomaly detection method in cluster-based mobile ad hoc networks with ad hoc on demand distance vector (AODV) routing protocol is proposed. In the method, the required features for describing the normal behavior of AODV are defined via step by step analysis of AODV and independent of any attack. In order to learn the normal behavior of AODV, a fuzzy averaging method is used fo...

متن کامل

Learning Constructive Primitives for Online Level Generation and Real-time Content Adaptation in Super Mario Bros

Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative approach to online content generation and adaptation in Super Mario Bros (SMB). Unlike most of existing works in SMB, our approach exploits the synergy betw...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013