Towards Procedural Generation of Narrative Puzzles for Adventure Games

  • Barbara De Kegel
  • Mads HaahrEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11869)


Narrative puzzles involve exploration, logical thinking and progressing a story. This paper presents a narrative design innovation in the form of a system for the procedural generation of such puzzles for use in story-rich games or games with large open worlds. The approach uses an extended type of context-free grammar as the basis for both the generation algorithm and the puzzle solving. Each designer-defined rule in the grammar defines a possible behavior of item types in the game world. Puzzles are generated at runtime on a per area basis, through recursive generation of inputs for outputs. Given a valid grammar, the system guarantees that its puzzles are solvable.


Procedural content generation Puzzles Interactive narrative Authoring tools 


  1. 1.
    Dart, I., Nelson, M.J.: Smart terrain causality chains for adventure-game puzzle generation. In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), pp. 328–334. IEEE (2012)Google Scholar
  2. 2.
    De Kegel, B., Haahr, M.: Procedural puzzle generation: a survey. IEEE Trans. Games (2019).
  3. 3.
    Fernández-Vara, C., Thomson, A.: Procedural generation of narrative puzzles in adventure games: the puzzle-dice system. In: Proceedings of the Third Workshop on Procedural Content Generation in Games, p. 12. ACM (2012)Google Scholar
  4. 4.
    van der Linden, R., Lopes, R., Bidarra, R.: Procedural generation of dungeons. IEEE Trans. Comput. Intell. AI Games 6(1), 78–89 (2014)CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.University College DublinDublinIreland
  2. 2.Trinity College DublinDublinIreland

Personalised recommendations