Adventures in level design: generating missions and spaces for action adventure games

@inproceedings{Dormans2010AdventuresIL,
  title={Adventures in level design: generating missions and spaces for action adventure games},
  author={Joris Dormans},
  year={2010}
}
This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for… 
Generating Missions and Spaces for Adaptable Play Experiences
  • J. Dormans, S. Bakkes
  • Computer Science
    IEEE Transactions on Computational Intelligence and AI in Games
  • 2011
TLDR
The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps, and incorporates techniques to establish and exploit player models in actual play.
INVOLVING PLAYER EXPERIENCE IN DYNAMICALLY GENERATED MISSIONS AND GAME SPACES
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1 Dungeons in action-adventure games
The construction of dungeons in typical action-adventure computer games entails composing a complex arrangement of structural and temporal dependencies. It is not simple to generate dungeons with
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