Open Access   Article Go Back

Procedural Content Generation in Games towards Semantic Web

V. K. Vashistha1 , S.K. Malik2

Section:Research Paper, Product Type: Journal Paper
Volume-6 , Issue-9 , Page no. 803-812, Sep-2018

CrossRef-DOI:   https://doi.org/10.26438/ijcse/v6i9.803812

Online published on Sep 30, 2018

Copyright © V. K. Vashistha, S.K. Malik . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

View this paper at   Google Scholar | DPI Digital Library

How to Cite this Paper

  • IEEE Citation
  • MLA Citation
  • APA Citation
  • BibTex Citation
  • RIS Citation

IEEE Style Citation: V. K. Vashistha, S.K. Malik, “Procedural Content Generation in Games towards Semantic Web,” International Journal of Computer Sciences and Engineering, Vol.6, Issue.9, pp.803-812, 2018.

MLA Style Citation: V. K. Vashistha, S.K. Malik "Procedural Content Generation in Games towards Semantic Web." International Journal of Computer Sciences and Engineering 6.9 (2018): 803-812.

APA Style Citation: V. K. Vashistha, S.K. Malik, (2018). Procedural Content Generation in Games towards Semantic Web. International Journal of Computer Sciences and Engineering, 6(9), 803-812.

BibTex Style Citation:
@article{Vashistha_2018,
author = {V. K. Vashistha, S.K. Malik},
title = {Procedural Content Generation in Games towards Semantic Web},
journal = {International Journal of Computer Sciences and Engineering},
issue_date = {9 2018},
volume = {6},
Issue = {9},
month = {9},
year = {2018},
issn = {2347-2693},
pages = {803-812},
url = {https://www.ijcseonline.org/full_paper_view.php?paper_id=2948},
doi = {https://doi.org/10.26438/ijcse/v6i9.803812}
publisher = {IJCSE, Indore, INDIA},
}

RIS Style Citation:
TY - JOUR
DO = {https://doi.org/10.26438/ijcse/v6i9.803812}
UR - https://www.ijcseonline.org/full_paper_view.php?paper_id=2948
TI - Procedural Content Generation in Games towards Semantic Web
T2 - International Journal of Computer Sciences and Engineering
AU - V. K. Vashistha, S.K. Malik
PY - 2018
DA - 2018/09/30
PB - IJCSE, Indore, INDIA
SP - 803-812
IS - 9
VL - 6
SN - 2347-2693
ER -

VIEWS PDF XML
516 319 downloads 170 downloads
  
  
           

Abstract

Procedural Content Generation (PCG) : A significant research area in the domain of digital games, which provides techniques to automatically generate game content such as levels, narratives, landscape, game rules and mechanics, etc. without or with least human effort. In these days, video games are usually backed by web services in order to fetch game content directly from game servers rather than storing everything at client side, for better controllability over the game content. Semantic Web technologies play an important role in World Wide Web (WWW) with the objectives to ¬create and maintain structured Web of Data to make it more machine understandable. Potentially, Semantic Web may contribute to PCG by enhancing its capabilities in terms of computational creativity, better algorithmic efficiency, scalability, interoperability etc. In this paper, first, the role of PCG and Semantic Web in games has been explored. Second, a Semantic Based PCG Framework has been proposed, which combines strength of both the fields and exploit the content of existing knowledge repositories such as DBPedia, WordNet, Freebase, etc. to generate interesting puzzles. Third, proposed framework has been supported by taking the case study of a popular word game Hangman. Finally, emphasis on exploring various concerns is made towards the role of Semantic Web in procedural content generation in games.

Key-Words / Index Term

Semantic Web, Procedural Content Generation in Games, Quiz Games, Educational Games, DBPedia

References

[1] T. Berners-Lee, J. Hendler, and O. Lassila, “The semantic web”, Scientific American, Vol. 284, Issue 5, pp. 28-37, 2001.
[2] N. Shadbolt, T. Berners-Lee & W. Hall, “The semantic web revisited”. IEEE intelligent systems, Vol 21(3), pp 96-101, 2006
[3] V. Vashistha, “Solving Content Generation Problem in Hangman using Search Based Strategy”, In Proceedings of the 12th INDIACom; INDIACom-2018; IEEE 5th International Conference on “Computing for Sustainable Global Development", India, 2018
[4] R. Benjamins, J. Contreras, O. Corcho, & A. Gomez-Perez. “The six challenges of the Semantic Web”, 2002
[5] C. Pedersen, J. Togelius, & G. N. Yannakakis, “Modeling player experience for content creation”. IEEE Transactions on Computational Intelligence and AI in Games, Vol 2(1), pp 54-67, 2010
[6] C. B. Browne, E. Powley, D. Whitehouse, S. M. Lucas, P. I. Cowling, P. Rohlfshagen, ... & S. Colton. “A survey of monte carlo tree search methods”. IEEE Transactions on Computational Intelligence and AI in games, Vol 4(1), pp 1-43. 2012.
[7] M. Cook, & S. Colton, “Multi-faceted evolution of simple arcade games”. In Computational Intelligence and Games (CIG), 2011 IEEE Conference on, pp. 289-296, 2011
[8] J. Mmynarz, & V. Zeman. “DB-quiz: a DBpedia-backed knowledge game”. In Proceedings of the 12th International Conference on Semantic Systems, ACM, pp. 121-124, 2016
[9] O. Sacco, A. Liapis, & G. N. Yannakakis, “A holistic approach for semantic-based game generation.” In Computational Intelligence and Games (CIG), IEEE Conference on, IEEE pp. 1-8, 2016
[10] G. A. Barros, A. Liapis, & J. Togelius, “Murder mystery generation from open data”. In Proceedings of the Seventh International Conference on Computational Creativity, 2016
[11] G. Vega-Gorgojo. Clover Quiz: a trivia game powered by Dbpedia.
[12] H. Liang, S. Deng, J. Chang, J. J. Zhang, C. Chen & R. Tong, “Semantic framework for interactive animation generation and its application in virtual shadow play performance.” Virtual Reality, pp 1-17, 2018
[13] O. Sacco, M. Dabrowski, & J. G. Breslin, “Linking in-game events and entities to social data on the web”. In Games Innovation Conference (IGIC), 2012 IEEE International, IEEE, pp. 1-4. IEEE, 2012
[14] G. A. Barros, A. Liapis & J. Togelius, “Playing with Data: Procedural Generation of Adventures from Open Data”. In DiGRA/FDG, 2016
[15] B. O. Duric & M. Konecki, “Specific owl-based rpg ontology”. In Central European Conference on Information and Intelligent Systems, pp 185, 2015
[16] C. Sarasua, E. Simperl & N. F. Noy, “Crowdmap: Crowdsourcing ontology alignment with microtasks”. In International Semantic Web Conference, Springer, Berlin, Heidelberg., pp. 525-541, 2012
[17] C. B. Browne ”Automatic generation and evaluation of recombination games”, Doctoral dissertation, Queensland University of Technology, 2008.
[18] T. Markotschi & J. Volker “GuessWhat?!{Human intelligence for mining linked data”, 2010.
[19] J. Togelius, A. J. Champandard, P. L. Lanzi, M. Mateas, A. Paiva, M. Preuss & K. O. Stanley. “Procedural content generation: Goals, challenges and actionable steps”. In Dagstuhl Follow-Ups. Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik, Vol 6, 2013
[20] J. Parkkila, F. Radulovic, D. Garijo, M. Poveda-Villalón, J. Ikonen, J. Porras, J & A. Gómez-Pérez, “An ontology for videogame interoperability”. Multimedia Tools and Applications, Vol 76(4), pp 4981-5000, 2017
[21] C. Lin, D. Liu, W. Pang, & Z. Wang. “Sherlock: a semi-automatic framework for quiz generation using a hybrid semantic similarity measure”. Cognitive computation, Vol 7(6), pp 667-679, 2015
[22] J. T. Chan & W. Y. Yuen. “Digital game ontology: Semantic web approach on enhancing game studies”. In Computer-Aided Industrial Design and Conceptual Design, 2008. CAID/CD 2008. 9th International Conference on (pp. 425-429). IEEE, 2008
[23] J. P. Zagal & A. Bruckman, “The game ontology project: Supporting learning while contributing authentically to game studies”. In Proceedings of the 8th international conference on International conference for the learning sciences. International Society of the Learning Sciences. Vol. 2 , pp. 499-506, , 2008
[24] R. Van Meteren & M. Van Someren, “Using content-based filtering for recommendation”. In Proceedings of the Machine Learning in the New Information Age: MLnet/ECML2000 Workshop, pp. 47-56, 2000
[25] K. Siorpaes & M. Hepp. “Games with a Purpose for the Semantic Web”. IEEE Intelligent Systems, Vol 23(3), 2008
[26] O. Sacco, A. Liapis, & G. N. Yannakakis, “Game Character Ontology (GCO) A Vocabulary for Extracting and Describing Game Character Information from Web Content”. In Proceedings of the 13th International Conference on Semantic Systems, ACM. pp. 9-16., 2017
[27] N. Shaker, J. Togelius & M. J. Nelson. Procedural content generation in games. Springer International Publishing, 2016
[28] G. N. Yannakakis, J. Togelius. Artificial Intelligence and Games. Springer, 2017
[29] D. Winer, “Review of Ontology Based Storytelling Devices”. In: Dershowitz N., Nissan E. (eds) Language, Culture, Computation. Computing of the Humanities, Law, and Narratives. Lecture Notes in Computer Science, Springer, Berlin, Heidelberg, vol 8002. 2014
[30] S. Göbel, F. Mehm, S. Radke, & R. Steinmetz, “80days: Adaptive digital storytelling for digital educational games”. In Proceedings of the 2nd international workshop on Story-Telling and Educational Games (STEG`09), Vol. 498, No. 498, 2009
[31] X. Su, & T. M. Khoshgoftaar ”A survey of collaborative filtering techniques”. Advances in artificial intelligence, 2009.
[32] R. Gil, J. Virgili-Gomá, R. García, & C. Mason, “Emotions ontology for collaborative modelling and learning of emotional responses”. Computers in Human Behavior, Vol. 51, pp 610-617, 2015
[33] R. Abaalkhail, B. Guthier, R. Alharthi & A. El Saddik, “Survey on ontologies for affective states and their influences”. Semantic web, (Preprint), pp 1-18, 2017
[34] S. Fraihat & Q. Shambour. “A framework of semantic recommender system for e-learning”. Journal of Software, Vol. 10(3), pp 317-330, 2015
[35] R. W. White & R. A. Roth, “Exploratory search: Beyond the query-response paradigm”. Synthesis lectures on information concepts, retrieval, and services, Vol. 1(1), pp 1-98, 2009
[36] G. N. Yannakakis & J. Togelius “A panorama of artificial and computational intelligence in games”. IEEE Transactions on Computational Intelligence and AI in Games, Vol. 7(4), pp 317-335, 2015
[37] J. Togelius, G. N. Yannakakis, K. O. Stanley & C. Browne. “Search-based procedural content generation: A taxonomy and survey”. IEEE Transactions on Computational Intelligence and AI in Games, Vol. 3(3), pp 172-186, 2011
[38] Visualization, I. D. (2014). Speedtree.
[39] D. Plans, & D. Morelli, “Experience-driven procedural music generation for games”. IEEE Transactions on Computational Intelligence and AI in Games, Vol. 4(3), pp 192-198., 2012
[40] T. Tutenel, R. M. Smelik, R. Bidarra, & K. J. de Kraker. “Using Semantics to Improve the Design of Game Worlds”. In AIIDE, 2009
[41] R. Lopes & R. Bidarra. “A semantic generation framework for enabling adaptive game worlds”. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology,. ACM, pp 6, 2011
[42] P. Prusinkiewicz, “Graphical applications of L-systems”. In Proceedings of graphics interface, Vol. 86, No. 86, pp. 247-253, 1986