Planning with applications to quests and story

Most games include some form of narrative. Like other aspects of game content, stories can be generated. In this chapter, we discuss methods for generating stories, mostly using planning algorithms. Algorithms that search in plan space and those that sear

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Noor Shaker Julian Togelius Mark J. Nelson

Procedural Content Generation in Games

Computational Synthesis and Creative Systems Series editors François Pachet, Paris, France Pablo Gervás, Madrid, Spain Andrea Passerini, Trento, Italy Mirko Degli Esposti, Bologna, Italy

Creativity has become the motto of the modern world: everyone, every institution, and every company is exhorted to create, to innovate, to think out of the box. This calls for the design of a new class of technology, aimed at assisting humans in tasks that are deemed creative. Developing a machine capable of synthesizing completely novel instances from a certain domain of interest is a formidable challenge for computer science, with potentially ground-breaking applications in fields such as biotechnology, design, and art. Creativity and originality are major requirements, as is the ability to interact with humans in a virtuous loop of recommendation and feedback. The problem calls for an interdisciplinary perspective, combining fields such as machine learning, artificial intelligence, engineering, design, and experimental psychology. Related questions and challenges include the design of systems that effectively explore large instance spaces; evaluating automatic generation systems, notably in creative domains; designing systems that foster creativity in humans; formalizing (aspects of) the notions of creativity and originality; designing productive collaboration scenarios between humans and machines for creative tasks; and understanding the dynamics of creative collective systems. This book series intends to publish monographs, textbooks and edited books with a strong technical content, and focuses on approaches to computational synthesis that contribute not only to specific problem areas, but more generally introduce new problems, new data, or new well-defined challenges to computer science.

More information about this series at http://www.springer.com/series/15219

Noor Shaker Julian Togelius Mark J. Nelson •

Procedural Content Generation in Games

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Noor Shaker Department of Architecture, Design and Media Technology Aalborg University Copenhagen (AAU CPH) Copenhagen Denmark

Mark J. Nelson The MetaMakers Institute Falmouth University Penryn, Cornwall UK

Julian Togelius Department of Computer Science and Engineering New York University Brooklyn, NY USA

ISSN 2509-6575 ISSN 2509-6583 (electronic) Computational Synthesis and Creative Systems ISBN 978-3-319-42714-0 ISBN 978-3-319-42716-4 (eBook) DOI 10.1007/978-3-319-42716-4 Library of Congress Control Number: 2016955069 © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology n