Adaptive game level creation through rank-based interactive evolution

Antonios Liapis, Hector P. Martinez, Julian Togelius, Georgios N. Yannakakis

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of-the-art interactive evolution approaches.

    Original languageEnglish (US)
    Title of host publication2013 IEEE Conference on Computational Intelligence in Games, CIG 2013
    DOIs
    StatePublished - 2013
    Event2013 IEEE Conference on Computational Intelligence in Games, CIG 2013 - Niagara Falls, ON, Canada
    Duration: Aug 11 2013Aug 13 2013

    Publication series

    NameIEEE Conference on Computatonal Intelligence and Games, CIG
    ISSN (Print)2325-4270
    ISSN (Electronic)2325-4289

    Other

    Other2013 IEEE Conference on Computational Intelligence in Games, CIG 2013
    Country/TerritoryCanada
    CityNiagara Falls, ON
    Period8/11/138/13/13

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computer Graphics and Computer-Aided Design
    • Computer Vision and Pattern Recognition
    • Human-Computer Interaction
    • Software

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