Smart terrain causality chains for adventure-game puzzle generation

Isaac Dart, M. Nelson
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引用次数: 13

Abstract

Adventure videogames have the player assume the role of protagonist in an interactive story, which is primarily driven by exploration and puzzle-solving. A major drawback with this genre is minimal replayability, since the player has already seen what there is to explore, and knows how to solve the puzzles. We propose a technique to generate variations on puzzles that fit in the same location in the original story, and therefore don't require fully procedural story generation. We keep a database of smart terrain items, which can have effects on other items. Puzzles are generated by taking advantage of a duality between puzzle-solving and generation. Once we build smart terrain causality chains (STCCs) of puzzle solutions, a puzzle known to be solvable can be generated by simply inserting the items contained in a causality chain into the environment. We demonstrate this technique in an experimental videogame, Space Dust, which shows that even a very short adventure game can produce multiple interesting playthroughs when STCC-based puzzle generation is added.
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用于冒险游戏解谜生成的智能地形因果链
冒险电子游戏让玩家在互动故事中扮演主角的角色,这主要是由探索和解谜所驱动的。这类游戏的一个主要缺点是重玩性极低,因为玩家已经看到了需要探索的内容,并且知道如何解决谜题。我们提出了一种技术,可以生成适合原始故事中相同位置的谜题变体,因此不需要完全程序化的故事生成。我们有一个智能地形项目的数据库,它可以对其他项目产生影响。谜题是通过利用解决谜题和生成谜题之间的二元性而生成的。一旦我们构建了谜题解决方案的智能地形因果链(stcc),我们便可以通过简单地将因果链中包含的道具插入环境中而生成已知可解的谜题。我们在一款实验性电子游戏《Space Dust》中展示了这一技术,它表明,即使是一款非常短的冒险游戏,在添加了基于stcc的谜题生成功能后,也能产生多种有趣的玩法。
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