Towards automatic personalised content creation for racing games

Julian Togelius, Renzo De Nardi, Simon M. Lucas

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

    Abstract

    Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007
    Pages252-259
    Number of pages8
    DOIs
    StatePublished - 2007
    Event2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007 - Honolulu, HI, United States
    Duration: Apr 1 2007Apr 5 2007

    Publication series

    NameProceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007

    Other

    Other2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007
    Country/TerritoryUnited States
    CityHonolulu, HI
    Period4/1/074/5/07

    Keywords

    • Car racing
    • Content creation
    • Entertainment metrics
    • Evolution
    • Player modelling

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Electrical and Electronic Engineering
    • Computational Mathematics
    • Theoretical Computer Science

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