Managing and controlling digital role-playing game elements: A current state of affairs

被引:0
|
作者
Franco, Artur de Oliveira da Rocha [1 ,2 ]
de Carvalho, Windson Viana [3 ,4 ]
da Silva, Jose Wellington Franco [5 ]
Maia, Jose Gilvan Rodrigues [1 ,6 ]
de Castro, Miguel Franklin [4 ,5 ]
机构
[1] Univ Fed Ceara, Fortaleza CE, 942-A Mister Hull Ave Pici Campus, BR-60455760 Fortaleza, CE, Brazil
[2] UFC Itapaje, Itapage, Ceara, Brazil
[3] UFC Virtual Inst, Fortaleza, Brazil
[4] Fed Univ Ceara UFC, Master & Doctorate Comp Sci, MDCC program, Fortaleza, Brazil
[5] Fed Univ Ceara UFC, Comp Sci Dept, Fortaleza, Brazil
[6] Fed Univ Ceara UFC, UFC Virtual Inst, Fortaleza, Brazil
关键词
RPG; Artificial intelligence; Procedural content generation; SYSTEM;
D O I
10.1016/j.entcom.2024.100708
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Role-playing games (RPGs) are interactive gaming experiences designed and driven by the intricate development of narratives and characters. However, these games also highlight elements, such as combat, exploration, creativity, and crafting. Game developers helped to shape the market by incorporating RPGs into digital media; however, they suffered restrictions in their game design and storytelling caused by technological limitations. Fortunately, academia has studied these challenges and mitigated these latter issues to better understand and connect digital RPGs with their analog versions. Our research offers a comprehensive overview of studies centered on technologies for managing, generating, and controlling digital RPG elements. We aim to characterize Artificial Intelligence research within this domain and elucidate the diverse techniques employed. In this context, we examined 72 papers about Procedural Content Generation (PCG) in RPG, which were identified by mixing a database search with a snowballing method. In this paper, we provide an overview of PCG techniques investigated within the realm of RPGs and present the trending approaches for future developments in the field.
引用
收藏
页数:16
相关论文
共 50 条
  • [21] Follow the White Robot - A Role-Playing Game with a Robot Game Master
    Fischbach, Martin
    Lugrin, Jean-Luc
    Brandt, Michael
    Latoschik, Marc Erich
    Zimmerer, Chris
    Lugrin, Birgit
    PROCEEDINGS OF THE 17TH INTERNATIONAL CONFERENCE ON AUTONOMOUS AGENTS AND MULTIAGENT SYSTEMS (AAMAS' 18), 2018, : 1812 - 1814
  • [22] Interactive Procedural Generation for Items in Role-Playing Game
    Foong, Ng Wai
    On, Chin Kim
    Alfred, Rayner
    Teo, Jason
    Ibrahim, Ag Asri Ag
    2017 IEEE 2ND INTERNATIONAL CONFERENCE ON AUTOMATIC CONTROL AND INTELLIGENT SYSTEMS (I2CACIS), 2017, : 150 - 154
  • [23] Adapting a commercial role-playing game for educational computer game production
    Carbonaro, M.
    Cutumisu, M.
    Duff, H.
    Gillis, S.
    Onuczko, C.
    Schaeffer, J.
    Schumacher, A.
    Siegel, J.
    Szafron, D.
    Waugh, K.
    GAMEON-NA 2006: 2ND INTERNATIONAL NORTH-AMERICAN CONFERENCE ON INTELLIGENT GAMES AND SIMULATION, 2006, : 54 - 61
  • [25] The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red
    Weston, Jacob
    JOURNAL OF BUSINESS AND TECHNICAL COMMUNICATION, 2023, 37 (02) : 217 - 220
  • [27] Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces
    Hsu, Chun-Cheng
    Chen, Elvis Chih-Hsien
    HUMAN-COMPUTER INTERACTION, PT IV: INTERACTING IN VARIOUS APPLICATION DOMAINS, 2009, 5613 : 325 - +
  • [28] An educational role-playing game for modeling the learner's personality
    Denden, Mouna
    Tlili, Ahmed
    Essalmi, Fathi
    Jemni, Mohamed
    CHALLENGES AND SOLUTIONS IN SMART LEARNING, 2018, : 129 - 134
  • [29] Process Modelling as Serious Game: Design of a Role-Playing Game for a Corporate Training
    Strecker, Stefan
    Rosenthal, Kristina
    2016 IEEE 18TH INTERNATIONAL CONFERENCE ON BUSINESS INFORMATICS (CBI), VOL. 1, 2016, : 228 - 237
  • [30] Personality and behavior in a massively multiplayer online role-playing game
    Worth, Narnia C.
    Book, Angela S.
    COMPUTERS IN HUMAN BEHAVIOR, 2014, 38 : 322 - 330