Deriving Quests from Open World Mechanics
Ryan Alexander, Chris Martens

TL;DR
This paper presents a model that formalizes Minecraft's game mechanics to automatically generate and place objectives, enhancing open world gameplay with dynamically derived quests based on gameplay analysis.
Contribution
It introduces a formal logical model of Minecraft mechanics for automatic quest generation and placement, reducing reliance on hand-authored objectives.
Findings
Generated gameplay graphs reflecting player experience
Analyzed dependency structures and feedback loops
Algorithmic placement of achievements based on analysis
Abstract
Open world games present players with more freedom than games with linear progression structures. However, without clearly-defined objectives, they often leave players without a sense of purpose. Most of the time, quests and objectives are hand-authored and overlaid atop an open world's mechanics. But what if they could be generated organically from the gameplay itself? The goal of our project was to develop a model of the mechanics in Minecraft that could be used to determine the ideal placement of objectives in an open world setting. We formalized the game logic of Minecraft in terms of logical rules that can be manipulated in two ways: they may be executed to generate graphs representative of the player experience when playing an open world game with little developer direction; and they may be statically analyzed to determine dependency orderings, feedback loops, and bottlenecks.…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification
