Title
The Use Of Functional L-Systems For Scenario Generation In Serious Games
Keywords
FL-systems; Scenario generation; Simulation; Training
Abstract
So called "serious games" have used games (in a sense, virtual environments) for reasons other than entertainment. Particularly within the training community, they have garnered increasing attention over recent years. However, means of generating new scenarios that have increased training effectiveness has continued to be lacking. Because creating new scenarios is a time-intensive and costly exercise. existing scenarios are commonly reused with only minor changes, a practice that can hamper training effectiveness over time. We have been pursuing a thrust of research in automated scenario generation. In this paper, we present our work in the use of Functional L-systems for generating scenarios. We first review some of our previous work in defining scenarios; then show how Functional L-systems are used to build up the scenarios. Copyright 2010 ACM.
Publication Date
8-2-2010
Publication Title
Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
Number of Pages
-
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1145/1814256.1814262
Copyright Status
Unknown
Socpus ID
77954961461 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/77954961461
STARS Citation
Martin, Glenn A.; Hughes, Charles E.; Schatz, Sae; and Nicholson, Denise, "The Use Of Functional L-Systems For Scenario Generation In Serious Games" (2010). Scopus Export 2010-2014. 1051.
https://stars.library.ucf.edu/scopus2010/1051