Generating Emergent Physics for Action-Adventure Games

Action-adventure games typically integrate levels, progression with the physical gameplay. In order to generate content for this type of games, this paper explores how procedural techniques can be expanded to beyond the domain of generating levels, and into generating physical interactions. It suggests a formal graph language to represent physics and the network of causal relations between game entities. Leveraging transformational grammars, the principles of model driven architecture, and component-based architecture for the game engine, it is argued that physics diagrams are well suited to generate emergent physical gameplay.

[1]  Rafael Bidarra,et al.  Integrating procedural generation and manual editing of virtual worlds , 2010, PCGames@FDG.

[2]  Michael Mateas,et al.  Towards Automated Game Design , 2007, AI*IA.

[3]  Michael Mateas,et al.  Tanagra: a mixed-initiative level design tool , 2010, FDG.

[4]  J. Fromm Types and Forms of Emergence , 2005, nlin/0506028.

[5]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[6]  Julian Togelius,et al.  Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[7]  Andy Schürr,et al.  A graph grammar approach to graphical parsing , 1995, Proceedings of Symposium on Visual Languages.

[8]  J. Dormans,et al.  Engineering emergence: applied theory for game design , 2012 .

[9]  Michael Nitsche,et al.  The Quest in a Generated World , 2007, DiGRA Conference.

[10]  Jesper Juul,et al.  The Open and the Closed: Games of Emergence and Games of Progression , 2002, CGDC Conf..

[11]  Joris Dormans,et al.  Adventures in level design: generating missions and spaces for action adventure games , 2010, PCGames@FDG.

[12]  Marlon Etheredge Fast exact graph matching using adjacency matrices , 2012, PCG@FDG.

[13]  Joris Dormans,et al.  Level design as model transformation: a strategy for automated content generation , 2011, PCGames '11.

[14]  Alan W. Brown An Introduction to Model Driven Architecture - Part 1; MDA and Today's Systems , 2004 .

[15]  Reiko Heckel,et al.  Graph Transformation in a Nutshell , 2006, FoVMT.

[16]  Michael Mateas,et al.  Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.

[17]  Joris Dormans,et al.  Integrating Emergence and Progression , 2011, DiGRA Conference.

[18]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[19]  Ralph Johnson,et al.  design patterns elements of reusable object oriented software , 2019 .

[20]  Stephen Wolfram,et al.  A New Kind of Science , 2003, Artificial Life.