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Towards Automatic Personalized Content Generation for Platform Games
Open accessAbstract
In this paper, we show that personalized levels can be auto- matically generated for platform games. We build on previ- ous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learn- ing, based on questionnaires administered to players after playing different levels. The contributions of the current pa- per are (1) more accurate models based on a much larger data set; (2) a mechanism for adapting level design parameters to given players and playing style; (3) evaluation of this adap- tation mechanism using both algorithmic and human players. The results indicate that the adaptation mechanism effectively optimizes level design parameters for particular players.
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Cited by
Procedural content generation for games: A survey
Hendrikx, M., Meijer, S., Van Der Velden, J., & Iosup, A. (2013) · ACM Transactions on Multimedia Computing, Communications, and Applications · doi:10.1145/2422956.2422957 · Cited by 558
Experience-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-citationTanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design
Smith, G., Whitehead, J., & Mateas, M. (2011) · IEEE Transactions on Computational Intelligence and AI in Games · doi:10.1109/tciaig.2011.2159716 · Cited by 156
Understanding procedural content generation: a design-centric analysis of the role of PCG in games
Smith, G. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557341 · Cited by 56
Metadata
- Authors
- Shaker, N., Yannakakis, G., & Togelius, J.
- Venue
- Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- Published
- 2010-10-10
- Volume
- 6
- Issue
- 1
- Pages
- 63-68
- ISSN
- 2326-909X (ISSN-L)
- 2334-0924
- OpenAlex
- W2224682476
- Cited by
- 224
- References
- 0
- FWCI
- 13.51
- Type
- conference paper
- Language
- en
- Open access
- hybrid
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- Shaker, N., Yannakakis, G., & Togelius, J. (2010). Towards Automatic Personalized Content Generation for Platform Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. https://doi.org/10.1609/aiide.v6i1.12399
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