Puzzle generation for action-adventure games using graph grammars
dc.contributor.author | Durrheim, Mark S. | |
dc.date.accessioned | 2023-11-10T10:23:53Z | |
dc.date.available | 2023-11-10T10:23:53Z | |
dc.date.issued | 2022 | |
dc.description | A 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.abstract | Action-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.librarian | PC(2023) | |
dc.faculty | Faculty of Science | |
dc.identifier.uri | https://hdl.handle.net/10539/36954 | |
dc.language.iso | en | |
dc.school | Computer Science and Applied Mathematics | |
dc.subject | Action-Adventure video games | |
dc.subject | Puzzle Generation | |
dc.subject | Graph Grammars | |
dc.title | Puzzle generation for action-adventure games using graph grammars | |
dc.type | Dissertation |