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Volumn , Issue , 2011, Pages 297-304

Toward supporting stories with procedurally generated game worlds

Author keywords

[No Author keywords available]

Indexed keywords

DESIGN AESTHETICS; GENERATION SYSTEMS; NON-PLAYER CHARACTER; REACTIVE CONTROL; ROLE-PLAYING GAME; SEARCH-BASED;

EID: 80054042272     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/CIG.2011.6032020     Document Type: Conference Paper
Times cited : (94)

References (17)
  • 1
    • 33646172556 scopus 로고    scopus 로고
    • Beyond the frontier: Quest games as postnarrative discourse
    • M.-L. Ryan, Ed. Lincoln: University of Nebraska Press
    • E. Aarseth, "Beyond the frontier: quest games as postnarrative discourse, " in Narrative Across Media: The Language of Storytelling, M.-L. Ryan, Ed. Lincoln: University of Nebraska Press, 2004.
    • (2004) Narrative Across Media: The Language of Storytelling
    • Aarseth, E.1
  • 3
    • 77954967233 scopus 로고    scopus 로고
    • Adventures in level design: Generating missions and spaces for action adventure games
    • J. Dormans, "Adventures in level design: generating missions and spaces for action adventure games, " in Proc. Workshop on Procedural Content Generation in Games, 2010.
    • (2010) Proc. Workshop on Procedural Content Generation in Games
    • Dormans, J.1
  • 5
    • 33646193934 scopus 로고    scopus 로고
    • Game design as narrative architecture
    • N. Wardrip-Fruin & P. Harrigan, Eds. Cambridge: MIT Press
    • H. Jenkins, "Game design as narrative architecture, " in First Person: New Media as Story, Performance, Game, N. Wardrip-Fruin & P. Harrigan, Eds. Cambridge: MIT Press, 2004.
    • (2004) First Person: New Media As Story, Performance, Game
    • Jenkins, H.1
  • 8
    • 78650757864 scopus 로고    scopus 로고
    • Narrative planning: Balancing plot and character
    • M.O. Riedl and R.M. Young, "Narrative planning: balancing plot and character, " J. Artificial Intelligence Research, vol. 39, pp. 217-268, 2010.
    • (2010) J. Artificial Intelligence Research , vol.39 , pp. 217-268
    • Riedl, M.O.1    Young, R.M.2
  • 15
    • 0028750404 scopus 로고
    • An introduction to least commitment planning
    • D. Weld, "An introduction to least commitment planning, " AI Magazine, vol. 15, pp. 27-61, 1994.
    • (1994) AI Magazine , vol.15 , pp. 27-61
    • Weld, D.1
  • 17
    • 9444261283 scopus 로고    scopus 로고
    • An architecture for integrating plan-based behavior generation with interactive game environments
    • R.M. Young, M.O. Riedl, M. Branly, A. Jhala, R.J. Martin, abd C.J. Saretto, "An architecture for integrating plan-based behavior generation with interactive game environments, " J. Game Development, vol. 1, pp. 51-70, 2004.
    • (2004) J. Game Development , vol.1 , pp. 51-70
    • Young, R.M.1    Riedl, M.O.2    Branly, M.3    Jhala, A.4    Martin, R.J.5    Saretto, C.J.6


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.