Skip to main content
Article thumbnail
Location of Repository

Towards automatic personalised content creation for racing games

By Julian Togelius, Renzo De Nardi and Simon M. Lucas

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

Topics: Artificial Intelligence
Publisher: IEEE
Year: 2007
OAI identifier: oai:cogprints.org:5573

Suggested articles

Citations

  1. (2006). (personal communication),”
  2. (2005). Adaptive game ai,”
  3. (2006). Arms races and car races,”
  4. (2004). Coevolution of active vision and feature selection,”
  5. (1991). Computational neuroethology: a provisional manifesto,”
  6. (2005). Evolution of the driving styles of anticipatory agent remotely operating a scaled model of racing car,”
  7. (2006). Evolving a diverse collection of robot path planning problems,”
  8. (2005). Evolving controllers for simulated car racing,”
  9. (2006). Evolving robust and specialized car racing skills,”
  10. (2001). Exploring internal simulation of perception in mobile robots,”
  11. (2006). Improving artificial intelligence in a motocross game,”
  12. (2006). Making racing fun through player modeling and track evolution,”
  13. (1995). Neural network vision for robot driving,”
  14. (2004). Optimising the performance of a formula one car using a genetic algorithm,”
  15. (2005). Player modeling impact on players entertainment in computer games,” in User Modeling,
  16. (1980). What makes things fun to learn? heuristics for designing instructional computer games,”

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.