TY - GEN
T1 - Optimization of platform game levels for player experience
AU - Pedersen, Chris
AU - Togelius, Julian
AU - Yannakakis, Georgios
PY - 2009
Y1 - 2009
N2 - We demonstrate an approach to modelling the effects of certain parameters of platform game levels on the players' experience of the game. A version of Super Mario Bros has been adapted for generation of parameterized levels, and experiments are conducted over the web to collect data on the relationship between level design parameters and aspects of player experience. These relationships have been learned using preference learning of neural networks. The acquired models will form the basis for artificial evolution of game levels that elicit desired player emotions.
AB - We demonstrate an approach to modelling the effects of certain parameters of platform game levels on the players' experience of the game. A version of Super Mario Bros has been adapted for generation of parameterized levels, and experiments are conducted over the web to collect data on the relationship between level design parameters and aspects of player experience. These relationships have been learned using preference learning of neural networks. The acquired models will form the basis for artificial evolution of game levels that elicit desired player emotions.
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M3 - Conference contribution
AN - SCOPUS:84883075205
SN - 9781577354314
T3 - Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009
SP - 191
EP - 192
BT - Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009
T2 - 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009
Y2 - 14 October 2009 through 16 October 2009
ER -