mlsanityData to 7 Oct 2026

Deriving Quests from Open World Mechanics

arXiv 1705.00341 ↗First posted 30 Apr 2017cs.MM cs.AIcited by 1

Not on the map. Why?

Abstract (arXiv)

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. These analyses may then be used to place achievements on gameplay actions algorithmically.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). First posted on arXiv 30 Apr 2017.

Builds on

No reference list yet.

Built on by

Cited by year

Citing papers per year: 2021: 1.

1 paper.