TY - GEN
T1 - Dynamic quest plot generation using Petri net planning
AU - Lee, Young Seol
AU - Cho, Sung Bae
PY - 2012
Y1 - 2012
N2 - In most cases, the story of popular RPG games is designed by professional designers as a main content. However, manual design of game content has limitation in the quantitative aspect. Manual story generation requires a large amount of time and effort. Because gamers want more diverse and rich content, so it is not easy to satisfy the needs with manual design. PCG (Procedural Content Generation) is to automatically generate the content of the game. In this paper, we propose a quest generation engine using Petri net planning. As a combination of Petri-net modules a quest, a quest plot is created. The proposed method is applied to a commercial game platform to show the feasibility.
AB - In most cases, the story of popular RPG games is designed by professional designers as a main content. However, manual design of game content has limitation in the quantitative aspect. Manual story generation requires a large amount of time and effort. Because gamers want more diverse and rich content, so it is not easy to satisfy the needs with manual design. PCG (Procedural Content Generation) is to automatically generate the content of the game. In this paper, we propose a quest generation engine using Petri net planning. As a combination of Petri-net modules a quest, a quest plot is created. The proposed method is applied to a commercial game platform to show the feasibility.
UR - http://www.scopus.com/inward/record.url?scp=84872848213&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84872848213&partnerID=8YFLogxK
U2 - 10.1145/2425296.2425304
DO - 10.1145/2425296.2425304
M3 - Conference contribution
AN - SCOPUS:84872848213
SN - 9781450318358
T3 - Proceedings - WASA 2012: Workshop at SIGGRAPH Asia 2012
SP - 47
EP - 52
BT - Proceedings - WASA 2012
T2 - Workshop at SIGGRAPH Asia 2012, WASA 2012
Y2 - 26 November 2012 through 27 November 2012
ER -