2010 TowardsAutomaticPersonalizedCon

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Abstract

In this paper, we show that personalized levels can be automatically generated for platform games. We build on previous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learning, based on questionnaires administered to players after playing different levels. The contributions of the current paper are (1) more accurate models based on a much larger data set; (2) a mechanism for adapting level design parameters to given players and playing style; (3) evaluation of this adaptation mechanism using both algorithmic and human players. The results indicate that the adaptation mechanism effectively optimizes level design parameters for particular players.

References

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 AuthorvolumeDate ValuetitletypejournaltitleUrldoinoteyear
2010 TowardsAutomaticPersonalizedConNoor Shaker
Georgios Yannakakis
Julian Togelius
Towards Automatic Personalized Content Generation for Platform Games2010