Abstract
This paper outlines a system for generating adventure games
based on open data, and describes a sketch of the system im-
plementation at its current state. The adventure game genre
has been popular for a long time and diers signicantly in
design priorities from game genres which are commonly ad-
dressed in PCG research. In order to create believable and
engaging content, we use data from DBpedia to generate
the game's non-playable characters locations and plot, and
OpenStreetMaps to create the game's levels
based on open data, and describes a sketch of the system im-
plementation at its current state. The adventure game genre
has been popular for a long time and diers signicantly in
design priorities from game genres which are commonly ad-
dressed in PCG research. In order to create believable and
engaging content, we use data from DBpedia to generate
the game's non-playable characters locations and plot, and
OpenStreetMaps to create the game's levels
| Originalsprog | Engelsk |
|---|---|
| Publikationsdato | 2015 |
| Antal sider | 4 |
| Status | Udgivet - 2015 |
| Begivenhed | FDG Workshop on Procedural Content Generation - , USA Varighed: 22 jun. 2015 → 25 sep. 2015 |
Konference
| Konference | FDG Workshop on Procedural Content Generation |
|---|---|
| Land/Område | USA |
| Periode | 22/06/2015 → 25/09/2015 |
Emneord
- adventure games
- open data
- procedural content generation (PCG)
- DBpedia
- OpenStreetMaps