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Smart terrain causality chains for adventure-game puzzle generation
2012
2012 IEEE Conference on Computational Intelligence and Games (CIG)
Adventure videogames have the player assume the role of protagonist in an interactive story, which is primarily driven by exploration and puzzle-solving. A major drawback with this genre is minimal replayability, since the player has already seen what there is to explore, and knows how to solve the puzzles. We propose a technique to generate variations on puzzles that fit in the same location in the original story, and therefore don't require fully procedural story generation. We keep a
doi:10.1109/cig.2012.6374173
dblp:conf/cig/DartN12
fatcat:anvotej7izaz3arglg6jmqougi