Feature analysis for modeling game content quality

Noor Shaker, Georgios N. Yannakakis, Julian Togelius

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

    Abstract

    One promising avenue towards increasing player entertainment for individual game players is to tailor player experience in real-time via automatic game content generation. Modeling the relationship between game content and player preferences or affective states is an important step towards this type of game personalization. In this paper we analyse the relationship between level design parameters of platform games and player experience. We introduce a method to extract the most useful information about game content from short game sessions by investigating the size of game session that yields the highest accuracy in predicting players' preferences, and by defining the smallest game session size for which the model can still predict reported emotion with acceptable accuracy. Neuroevolutionary preference learning is used to approximate the function from game content to reported emotional preferences. The experiments are based on a modified version of the classic Super Mario Bros game. We investigate two types of features extracted from game levels; statistical level design parameters and extracted frequent sequences of level elements. Results indicate that decreasing the size of the feature window lowers prediction accuracy, and that the models built on selected features derived from the whole set of extracted features (combining the two types of features) outperforms other models constructed on partial information about game content.

    Original languageEnglish (US)
    Title of host publication2011 IEEE Conference on Computational Intelligence and Games, CIG 2011
    Pages126-133
    Number of pages8
    DOIs
    StatePublished - 2011
    Event2011 7th IEEE International Conference on Computational Intelligence and Games, CIG 2011 - Seoul, Korea, Republic of
    Duration: Aug 31 2011Sep 3 2011

    Publication series

    Name2011 IEEE Conference on Computational Intelligence and Games, CIG 2011

    Other

    Other2011 7th IEEE International Conference on Computational Intelligence and Games, CIG 2011
    Country/TerritoryKorea, Republic of
    CitySeoul
    Period8/31/119/3/11

    ASJC Scopus subject areas

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

    Fingerprint

    Dive into the research topics of 'Feature analysis for modeling game content quality'. Together they form a unique fingerprint.

    Cite this