Puzzle generation for action-adventure games using graph grammars

dc.contributor.authorDurrheim, Mark S.
dc.date.accessioned2023-11-10T10:23:53Z
dc.date.available2023-11-10T10:23:53Z
dc.date.issued2022
dc.descriptionA dissertation submitted in fulfilment of the requirements for the degree of Master of Science to the Faculty of Science, University of the Witwatersrand, Johannesburg, 2022
dc.description.abstractAction-Adventure video games such as The Legend of Zelda provide a variety of challenges to players. These include exploration, combat, and puzzles. The player’s goal within these games is normally to reach a location, but various obstructions prevent the player from reaching it until they are overcome. By intertwining multiple challenges for the player, a puzzle can be made. We document the elements common to puzzles in action-adventure games. A game could be kept interesting indefinitely if the player was presented with new puzzles each time they played. This would be Procedural Content Generation. We design a system based on node replacement graph grammars capable of designing new puzzles like those seen in action-adventure games. Using this system we produce new lock-and-key puzzles. We also show that we can design a grammar that guarantees a solvable puzzle is produced.
dc.description.librarianPC(2023)
dc.facultyFaculty of Science
dc.identifier.urihttps://hdl.handle.net/10539/36954
dc.language.isoen
dc.schoolComputer Science and Applied Mathematics
dc.subjectAction-Adventure video games
dc.subjectPuzzle Generation
dc.subjectGraph Grammars
dc.titlePuzzle generation for action-adventure games using graph grammars
dc.typeDissertation

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