Generation of game contents by social media analysis and MAS planning

Autor: Flora Amato, Francesco Moscato, Fatos Xhafa
Přispěvatelé: Universitat Politècnica de Catalunya. Departament de Ciències de la Computació, Amato, Flora, Moscato, Francesco, Xhafa, Fatos, Amato, F., Moscato, F., Xhafa, F.
Jazyk: angličtina
Rok vydání: 2019
Předmět:
Hard problem
Ubiquitous computing
Ubiquitous computing
Digital content

Computer science
Process (engineering)
Planning technique
social media
Social sciences computing
050801 communication & media studies
Formal planning
Multi-agent systems
Procedural content generation
Social media analysis
computer.software_genre
Task (project management)
Social media
Intelligent agent
0508 media and communications
Arts and Humanities (miscellaneous)
Open world
Human–computer interaction
Game content
Electronic games
Content generation
human
Jocs electrònics
General Psychology
So
imatge i multimèdia::Creació multimèdia::Disseny de videojocs [Àrees temàtiques de la UPC]

Multi-agent system
05 social sciences
Social networking (online)
ComputingMilieux_PERSONALCOMPUTING
050301 education
Mitjans de comunicació social
Human-Computer Interaction
Social media analysis
Computer games
article

Multi agent system
Multi-agents model
social network
0503 education
computer
Enginyeria de la telecomunicació::Telemàtica i xarxes d'ordinadors::Internet [Àrees temàtiques de la UPC]
Zdroj: Recercat. Dipósit de la Recerca de Catalunya
instname
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
Popis: In the age of pervasive computing and social networks, it has become commonplace to retrieve opinions about digital contents in games. In the case of multi-player, open world gaming, in fact even in “old-school” single players games, it is evident the need for adding new features in a game depending on users comments and needs. However this is a challenging task that usually requires considerable design and programming efforts, and more and more patches to games, with the inevitable consequence of loosing interest in the game by players over years. This is particularly a hard problem for all games that do not intend to be designed as interactive novels. Process Content Generation (PCG) of new contents could be a solution to this problem, but usually such techniques are used to design new maps or graphical contents. Here we propose a novel PCG technique able to introduce new contents in games by means of new story-lines and quests. We introduce new intelligent agents and events in the world: their attitudes and behaviors will promote new actions in the game, leading to the involvement of players in new gaming content. The whole methodology is driven by Social Media Analysis contents about the game, and by the use of formal planning techniques based on Multi-Agents models. © 2019 Elsevier Ltd
Databáze: OpenAIRE