Procedural Personas as Critics for Dungeon Generation
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Automated playtesting research has mostly targeted generated levels, game balance, and imitation of human decision-making.
“Automated playtesting for games has largely been focused on evaluating generated levels (Liapis et al. 2015;Powley et al. 2016;Holmgård et al. 2018) and game balance (Zook, Harrison, and Riedl 2015;Pfau et al. 2020Pfau et al. , 2022) ) and emulating human decision making (Devlin et al. 2016;Holmgård et al. 2016).”
From Expressive Response Curves: Testing Expressive Game Feel with A* (2023) · cites this paper as Liapis et al. 2015
Cites
Prospect Theory: An Analysis of Decision under Risk
Kahneman, D., & Tversky, A. (1979) · Econometrica · doi:10.2307/1914185 · Cited by 48,524 · see citing works
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Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
Holmgard, C., Green, M. C., Liapis, A., & Togelius, J. (2019) · IEEE Transactions on Games · doi:10.1109/tg.2018.2808198 · Cited by 125 · see citing works
Self-citationAre Personas Done? Evaluating Their Usefulness in the Age of Digital Analytics
Salminen, J., Jansen, B. J., An, J., Kwak, H., & Jung, S.-G. (2018) · Persona Studies · doi:10.21153/psj2018vol4no2art737 · Cited by 112 · see citing works
Generating Game Levels by Defining Player Experiences
Fernandes, P. M., Lopes, M., & Prada, R. (2024) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v20i1.31878 · Cited by 3 · see citing works
Expressive Response Curves: Testing Expressive Game Feel with A*
Junius, N., & Carstensdottir, E. (2023) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v19i1.27524
- Authors
- Liapis, A., Holmgård, C., Yannakakis, G. N., & Togelius, J.
- Affiliations
- University of Malta (MT)
- IT University of Copenhagen (DK)
- Corresponding author
- Liapis, Antonios
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer International Publishing
- Published
- 2015
- Pages
- 331-343
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W850812170
- Cited by
- 50
- References
- 1
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 3 · 2023: 4 · 2022: 3 · 2021: 6 · 2020: 5 · 2019: 6 · 2018: 8 · 2017: 4 · 2016: 3 · 2015: 6
- FWCI
- 3.94
- Type
- conference paper
- Language
- en
- Open access
- green
- www.um.edu.mt
- Licence
- Locations
- Lecture notes in computer science (publishedVersion)
- OAR@UM (University of Malta) (submittedVersion, other-oa)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Physical Sciences › Computer Science › Artificial Intelligence › Evolutionary Algorithms and Applications
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- dungeon generation, procedural content generation, constrained optimization, player behavior modeling, game difficulty
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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