Title
Automatic Generation of Game Level Solutions as Storyboards
Abstract
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specifically dedicated to game events rather than objects or characters. However, one issue constantly raised by game developers, when discussing gameplay implications of Interactive Storytelling techniques, is the possible loss of designer control over the dynamically generated storyline. Joint research with industry has suggested a new potential use for Interactive Storytelling technologies, which stands precisely as an assistance to game design. Its basic philosophy is to generate various/all possible solutions to a given game level using the player character as the main agent, and gameplay actions as the basic elements of solution generation. We present a fully-implemented prototype which uses the blockbuster game HitmanTM as an application. This system uses Heuristic Search Planning to generate level solutions, each legal game action being described as a planning operator. The description of the initial state, the level's objective as well as the level layout, constitute the input data. Other parameters for the simulation include the Hitman's style, which influences the choice of certain actions and privileges a certain style of solution (e.g. stealth versus violent). As a design tool, it seemed appropriate to generate visual output which would be consistent with the current design process. In order to achieve this, we have adapted original HitmanTM storyboards for their use with a generated solution: we attach elements of storyboards to the planning operators so that a complete solution generates a comic strip similar to an instantiated storyboard for the solution generated. We illustrate system behaviour with specific examples of solution generation.
Year
DOI
Venue
2010
10.1109/TCIAIG.2010.2070066
Computational Intelligence and AI in Games, IEEE Transactions
Keywords
Field
DocType
artificial intelligence,computer games,multimedia computing,2d storyboards,artificial intelligence techniques,automatic generated storyboard,blockbuster game hitman,game development,game level solutions,gameplay constraints,games,planning,game design,visualization,artificial intelligent
Game programming,Game mechanics,Video game development,Computer science,Game art design,Game design,Game design document,Human–computer interaction,Game Developer,Game development tool,Multimedia
Journal
Volume
Issue
ISSN
2
3
1943-068X
Citations 
PageRank 
References 
13
0.97
22
Authors
4
Name
Order
Citations
PageRank
David Pizzi130920.24
Jean-Luc Lugrin238338.87
Alex Whittaker3130.97
M. Cavazza41605161.76