Episode: a dynamically generated single playthrough environment

Replayability is one of the most important value of a game. One way to increase replayability is by dynamically generating game storylines. However, previous approaches randomly connect from one plot to another thus producing several implications and illogical stories. This research addresses the pr...

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Main Authors: Bables, Marvin Neil., Binas, Vincent.
Format: text
Published: Animo Repository 2015
Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/11320
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Institution: De La Salle University
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-119652021-08-28T03:42:03Z Episode: a dynamically generated single playthrough environment Bables, Marvin Neil. Binas, Vincent., Replayability is one of the most important value of a game. One way to increase replayability is by dynamically generating game storylines. However, previous approaches randomly connect from one plot to another thus producing several implications and illogical stories. This research addresses the problems by developing a planner that can dynamically generate a logical single playthrough storyline. An object based model is also implemented to define the elements to be included in the story plan, such as objects and locations. The said model acts as an initialization for the elements of the game state. The resulting plan is represented by an RPG Minecraft mod. Test results and user assurance tests showed that Episode planner runs faster in larger models and produces more logical game quest sequences than the STRIPS Planner. 2015-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/11320 Bachelor's Theses Animo Repository
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
description Replayability is one of the most important value of a game. One way to increase replayability is by dynamically generating game storylines. However, previous approaches randomly connect from one plot to another thus producing several implications and illogical stories. This research addresses the problems by developing a planner that can dynamically generate a logical single playthrough storyline. An object based model is also implemented to define the elements to be included in the story plan, such as objects and locations. The said model acts as an initialization for the elements of the game state. The resulting plan is represented by an RPG Minecraft mod. Test results and user assurance tests showed that Episode planner runs faster in larger models and produces more logical game quest sequences than the STRIPS Planner.
format text
author Bables, Marvin Neil.
Binas, Vincent.,
spellingShingle Bables, Marvin Neil.
Binas, Vincent.,
Episode: a dynamically generated single playthrough environment
author_facet Bables, Marvin Neil.
Binas, Vincent.,
author_sort Bables, Marvin Neil.
title Episode: a dynamically generated single playthrough environment
title_short Episode: a dynamically generated single playthrough environment
title_full Episode: a dynamically generated single playthrough environment
title_fullStr Episode: a dynamically generated single playthrough environment
title_full_unstemmed Episode: a dynamically generated single playthrough environment
title_sort episode: a dynamically generated single playthrough environment
publisher Animo Repository
publishDate 2015
url https://animorepository.dlsu.edu.ph/etd_bachelors/11320
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