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Procedural Generation of Narrative Puzzles in Adventure Games
2012
Proceedings of the The third workshop on Procedural Content Generation in Games - PCG'12
This project tackles procedural generation of narrative puzzles found in adventure games. The challenge is not only generating the puzzles in games which traditionally only have one walkthrough, but also making the development process accessible to designers. Given that the goal is to make these games playable and easy to develop, the focus of this project is facilitating the immediate development of these games. This paper describes the system of procedural generation of one game, Symon, which
doi:10.1145/2538528.2538538
dblp:conf/fdg/Fernandez-VaraT12
fatcat:bwbf2v6325fonos6rvwmbcfinu