The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Modeling Player Experience for Content Creation
Open accessAbstract
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affective states of the player based on both gameplay metrics that relate to the actions performed by the player in the game, and on parameters of the level that was played. For the experiments presented here, a version of the classicSuper Mario Brosgame is enhanced with parameterizable level generation and gameplay metrics collection. Player pairwise preference data is collected using forced choice questionnaires, and the models are trained using this data and neuroevolutionary preference learning of multilayer perceptrons (MLPs). The derived models will be used to optimize design parameters for particular types of player experience, allowing the designer to automatically generate unique levels that induce the desired experience for the player.
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Picard, R. W. (1997) · MIT Press · doi:10.7551/mitpress/1140.001.0001 · Cited by 7,382
Cited by
Search-Based Procedural Content Generation: A Taxonomy and Survey
Togelius, J., Yannakakis, G. N., Stanley, K. O., & Browne, C. (2011) · IEEE Transactions on Computational Intelligence and AI in Games · doi:10.1109/tciaig.2011.2148116 · Cited by 706
Self-citationExperience-Driven Procedural Content Generation
Yannakakis, G. N., & Togelius, J. (2011) · IEEE Transactions on Affective Computing · doi:10.1109/t-affc.2011.6 · Cited by 470
Self-citationYannakakis, G. N. (2012) · Proceedings of the 9th conference on Computing Frontiers · doi:10.1145/2212908.2212954 · Cited by 179
Self-citationPredicting Game Difficulty and Churn Without Players
Roohi, S., Relas, A., Takatalo, J., Heiskanen, H., & Hämäläinen, P. (2020) · Proceedings of the Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3410404.3414235 · Cited by 34
(2013) · doi:10.1109/cig.2014.6932873 · Cited by 33
Metadata
- Authors
- Pedersen, C., Togelius, J., & Yannakakis, G. N.
- Venue
- IEEE Transactions on Computational Intelligence and AI in Games
- Published
- 2010-03
- Volume
- 2
- Issue
- 1
- Pages
- 54-67
- ISSN
- 1943-068X (ISSN-L)
- 1943-0698
- OpenAlex
- W2169740139
- Cited by
- 231
- References
- 1
- FWCI
- 24.15
- Type
- journal article
- Language
- en
- Open access
- green
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- Pedersen, C., Togelius, J., & Yannakakis, G. N. (2010). Modeling Player Experience for Content Creation. IEEE Transactions on Computational Intelligence and AI in Games. https://doi.org/10.1109/tciaig.2010.2043950
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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