An Efficient Game Level Generation in Web-Based Serious Game


Article Preview

Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Especially, in Serious Game, on the one hand, we offer an easier access and a multi-perspective view of cultural heritage artifacts, and, on the other, may also enrich and improve cultural heritage education.



Edited by:

Wen-Hsiang Hsieh




J. T. Chen et al., "An Efficient Game Level Generation in Web-Based Serious Game", Applied Mechanics and Materials, Vols. 284-287, pp. 3315-3319, 2013

Online since:

January 2013




[1] D. Djaouti, J. Alvarez O. Ramphoux, V. Charlillat, J. -P., Jessel, Serious Game and Cultural Heritage: A Case Study of Prehistoric Caves, 15th International Conference on Virtual systems and Multimedia (2009) 221–226.


[2] E. F. Anderson, L. McLoughlin, F. Liarokapis1, C. Peters, P. Petridis, S. d. Freitas., Serious Game in Cultural Heritage, 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST- State of the Art Reports (2009).

[3] J. Troche, J. Jacobson, An Exemplar of Ptolemaic Egyptian Temples, Computer Applications in Archaeology (CAA) (2010), Granada, Spain, April.

[4] A. Doulamis., F., Liarokapis, P., Petridis, and G. Miaoulis, Serious Games for Museum Environments, Proc. of the 14th 3IA International Conference (3IA'2011) (2011).

[5] T. Copeland, Heritage and Education: A European Perspective, Proceedings of the Europa nostra forum – Heritage and education: A European perspective, (2005) 39–41.

[6] J. Jacobson, The Effect of Visual Immersion in an Educational Game; Gates of Horus, International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), special issue on educational applications (2011), IGI Global., Spring.

[7] I. Rodriguez, A. Puig, and M. Esteva, Cross-platform management of intelligent objects behaviors in serious virtual environments, Computer Animation and Vritual Worlds (CAVW), (2011) Vol. 22, John Wiley& Sons, pp.343-350.