The content delves into the intersection of graph grammars and game design, focusing on creating solvable puzzle structures for 2D games. It introduces new variants of graph grammars to generate directed graphs, emphasizing the importance of procedural content generation in game development. The article discusses the application of these concepts through examples and algorithms for random game plot generation.
Graph grammars are highlighted as a mechanism for creating game plots/levels, ensuring a stimulating experience for players with unique challenges each time they play. The study presents detailed explanations of lock-and-key puzzles, traversal spaces, puzzle graphs, and their relevance in designing engaging gameplay experiences. Additionally, it outlines the process of using graph grammars to model various components like locks, keys, traps, and bonus sessions in game plots.
The article concludes by suggesting future research directions such as assessing player skills to adjust game difficulty levels dynamically based on generated plots. It also hints at exploring the application of graph grammars in creating platform games with lock-and-key elements.
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by Jayakrishna ... at arxiv.org 03-13-2024
https://arxiv.org/pdf/2403.07607.pdfDeeper Inquiries