JOURNAL ARTICLE

Player-customized puzzle instance generation for Massively Multiplayer Online Games

Alexandru Iosup

Year: 2009 Journal:   Network and System Support for Games Pages: 1-2

Abstract

Massively Multiplayer Online Games (MMOGs) have emerged in the past decade as a new type of interactive application simultaneously played by millions around the world. Besides social interaction, players are entertained by content such as virtual world objects and logical challenges. Thus, developing content of good quality and in sufficient quantity is key for a successful MMOG. Currently, the content is generated exclusively by teams of human content designers, but the growth of the player population, the lack of scalability of the production pipeline, and the increase in the price ratio between human work and computation make this situation undesirable for the future. In this work we investigate the problem of fully automated content generation for MMOGs, such that customized content that matches taste and previous game experience is available for each player. We take as a motivating example of content instances of puzzle games, that is, games in which the player is entertained by solving a logical challenge; for example, different players may each spend hours to solve different instances of chess puzzles [1] to open the gates to the Labyrinth.

Keywords:
Computer science Scalability Multimedia Pipeline (software) Key (lock) Content (measure theory) Content creation Population Quality (philosophy) Video game development Human–computer interaction Game design Computer security

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Topics

Artificial Intelligence in Games
Physical Sciences →  Computer Science →  Artificial Intelligence
Video Analysis and Summarization
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
Digital Games and Media
Social Sciences →  Social Sciences →  Sociology and Political Science
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