Towards player-driven procedural content generation

Noor Shaker, Georgios N. Yannakakis, Julian Togelius

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

    Abstract

    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.

    Original languageEnglish (US)
    Title of host publicationCF '12 - Proceedings of the ACM Computing Frontiers Conference
    Pages237-239
    Number of pages3
    DOIs
    StatePublished - 2012
    EventACM Computing Frontiers Conference, CF '12 - Cagliari, Italy
    Duration: May 15 2012May 17 2012

    Publication series

    NameCF '12 - Proceedings of the ACM Computing Frontiers Conference

    Other

    OtherACM Computing Frontiers Conference, CF '12
    Country/TerritoryItaly
    CityCagliari
    Period5/15/125/17/12

    Keywords

    • game adaptation
    • game personalization
    • neuroevolutionary preference learning
    • player modeling
    • procedural content generation

    ASJC Scopus subject areas

    • Software

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