@inproceedings{97f7bc83e2b2430ea9b372d1994ba8e0,
title = "Towards automatic personalised content creation for racing games",
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.",
keywords = "Car racing, Content creation, Entertainment metrics, Evolution, Player modelling",
author = "Julian Togelius and {De Nardi}, Renzo and Lucas, {Simon M.}",
year = "2007",
doi = "10.1109/CIG.2007.368106",
language = "English (US)",
isbn = "1424407095",
series = "Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007",
pages = "252--259",
booktitle = "Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007",
note = "2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007 ; Conference date: 01-04-2007 Through 05-04-2007",
}