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Exploring EPCG in The Witness

Full Text: puzzles.pdf PDF

This paper provides an examination of how Exhaustive Procedural Content Generation (EPCG) can be used to explore the creation of new content for games. We study the puzzles in the game The Witness along with an aesthetic for game design proposed by Jonathan Blow and Marc ten Bosch, showing how EPCG is well-suited to answering game design questions and for helping designers find unique content for their games.

Citation

N. Sturtevant. "Exploring EPCG in The Witness". Knowledge Extraction from Games (KEG), pp 58-63, January 2019.

Keywords:  
Category: In Workshop
Web Links: Webdocs

BibTeX

@misc{Sturtevant:KEG19,
  author = {Nathan R. Sturtevant},
  title = {Exploring EPCG in The Witness},
  Pages = {58-63},
  booktitle = {Knowledge Extraction from Games (KEG)},
  year = 2019,
}

Last Updated: July 03, 2020
Submitted by Sabina P

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