Show simple item record

dc.contributor.authorHaahr, Madsen
dc.date.accessioned2019-10-31T13:18:58Z
dc.date.available2019-10-31T13:18:58Z
dc.date.issued2020en
dc.date.submitted2020en
dc.identifier.citationBarbara De Kegel and Mads Haahr, Procedural Puzzle Generation: A Survey, IEEE Transactions on Games, 12, 1, 2020, 21 - 40en
dc.identifier.issn1943-068Xen
dc.identifier.otherYen
dc.identifier.urihttps://ieeexplore.ieee.org/document/8718565
dc.identifier.urihttp://hdl.handle.net/2262/89972
dc.descriptionPUBLISHEDen
dc.descriptionManuscript received January 12, 2017; revised October 31, 2017 and September 20, 2018; accepted May 9, 2019. Date of publication May 20, 2019; date of current version March 17, 2020. (Corresponding author: Mads Haahr.)en
dc.description.abstractProcedural Content Generation (PCG) for games has existed since the 1980s and is becoming increasingly important for creating gameworlds, backstory and characters across many genres, in particular open-world games such as ${Minecraft (2011)}$ and ${No Man's Sky (2016)}$ . A particular challenge faced by such games is that the content and/or gameplay may become repetitive. Puzzles constitute an effective technique for improving gameplay by offering players interesting problems to solve, but the use of PCG for generating puzzles has been limited compared with its use for other game elements, and efforts have focused mainly on games that are strictly puzzle games, rather than creating puzzles to be incorporated into other genres. Nevertheless, a significant body of work exists, which allows puzzles of different types to be generated algorithmically, and there is scope for much more research into this area. This paper presents a detailed survey of existing work in PCG for puzzles, reviewing 32 methods within eleven categories of puzzles. For the purpose of analysis, the paper identifies a total of seven salient characteristics related to the methods, which are used to show commonalities and differences between techniques and to chart promising areas for future research.en
dc.format.extent21en
dc.format.extent40en
dc.language.isoenen
dc.relation.ispartofseriesIEEE Transactions on Gamesen
dc.relation.ispartofseries12en
dc.relation.ispartofseries1en
dc.rightsYen
dc.subjectGamesen
dc.subjectGeneratorsen
dc.subjectSpace explorationen
dc.subjectTaxonomyen
dc.subjectProgrammingen
dc.subjectFeature extractionen
dc.subjectPuzzle gamesen
dc.subjectProcedural contenten
dc.titleProcedural Puzzle Generation: A Surveyen
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/haahrmen
dc.identifier.rssinternalid203188en
dc.identifier.doihttps://doi.org/10.1109/TG.2019.2917792en
dc.rights.ecaccessrightsopenAccess
dc.subject.TCDThemeCreative Technologiesen
dc.identifier.rssurihttps://ieeexplore.ieee.org/document/8718565en
dc.identifier.orcid_id0000-0002-9273-6458en
dc.status.accessibleNen


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record