Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/47638
Title: | Data adventures |
Authors: | Barros, Gabriella A. B. Liapis, Antonios Togelius, Julian |
Keywords: | Computer games -- Design Computer adventure games Level design (Computer science) Artificial intelligence |
Issue Date: | 2015 |
Publisher: | Association for Computing Machinery |
Citation: | Barros, G. A. B., Liapis, A., & Togelius, J. (2015). Data adventures. Proceedings of the FDG workshop on Procedural Content Generation in Games, Pacific Grove. |
Abstract: | This paper outlines a system for generating adventure games based on open data, and describes a sketch of the system implementation at its current state. The adventure game genre has been popular for a long time and differs signi cantly in design priorities from game genres which are commonly addressed in PCG research. In order to create believable and engaging content, we use data from DBpedia to generate the game's non-playable characters locations and plot, and OpenStreetMaps to create the game's levels. |
URI: | https://www.um.edu.mt/library/oar/handle/123456789/47638 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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data_adventures_2015.pdf | 3.2 MB | Adobe PDF | View/Open |
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