Dynamic quest plot generation using Petri net planning

Young Seol Lee, Sung Bae Cho

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - WASA 2012
Subtitle of host publicationWorkshop at SIGGRAPH Asia 2012
Pages47-52
Number of pages6
DOIs
Publication statusPublished - 2012 Dec 1
EventWorkshop at SIGGRAPH Asia 2012, WASA 2012 - Singapore, Singapore
Duration: 2012 Nov 262012 Nov 27

Publication series

NameProceedings - WASA 2012: Workshop at SIGGRAPH Asia 2012

Other

OtherWorkshop at SIGGRAPH Asia 2012, WASA 2012
CountrySingapore
CitySingapore
Period12/11/2612/11/27

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All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition

Cite this

Lee, Y. S., & Cho, S. B. (2012). Dynamic quest plot generation using Petri net planning. In Proceedings - WASA 2012: Workshop at SIGGRAPH Asia 2012 (pp. 47-52). (Proceedings - WASA 2012: Workshop at SIGGRAPH Asia 2012). https://doi.org/10.1145/2425296.2425304