TY - GEN
T1 - Towards player-driven procedural content generation
AU - Shaker, Noor
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
PY - 2012
Y1 - 2012
N2 - Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background. While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation. Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation.
AB - Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background. While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation. Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation.
KW - game adaptation
KW - game personalization
KW - neuroevolutionary preference learning
KW - player modeling
KW - procedural content generation
UR - http://www.scopus.com/inward/record.url?scp=84862643271&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84862643271&partnerID=8YFLogxK
U2 - 10.1145/2212908.2212942
DO - 10.1145/2212908.2212942
M3 - Conference contribution
AN - SCOPUS:84862643271
SN - 9781450312158
T3 - CF '12 - Proceedings of the ACM Computing Frontiers Conference
SP - 237
EP - 239
BT - CF '12 - Proceedings of the ACM Computing Frontiers Conference
T2 - ACM Computing Frontiers Conference, CF '12
Y2 - 15 May 2012 through 17 May 2012
ER -