2,431 research outputs found
Making Racing Fun Through Player Modeling and Track Evolution
This paper addresses the problem of automatically constructing tracks tailor-made to maximize the enjoyment of individual players in a simple car racing game. To this end, some approaches to player modeling are investigated, and a method of using evolutionary algorithms to construct racing tracks is presented. A simple player-dependent metric of entertainment is proposed and used as the fitness function when evolving tracks. We conclude that accurate player modeling poses some significant challenges, but track evolution works well given the right track representation
Towards the automatic generation of card games through Grammar-Guided Genetic Programming
We demonstrate generating complete and playable card games using evolutionary algorithms. Card games are represented in a previously devised card game description language, a context-free grammar. The syntax of this language allows us to use grammar-guided genetic programming. Candidate card games are evaluated through a cascading evaluation function, a multi-step process where games with undesired properties are progressively weeded out. Three representa- tive examples of generated games are analysed. We observed that these games are reasonably balanced and have skill ele- ments, they are not yet entertaining for human players. The particular shortcomings of the examples are discussed in re- gard to the generative process to be able to generate quality game
Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games
These proceedings contain the papers presented at the Workshop on Adaptive approaches
for Optimizing Player Satisfaction in Computer and Physical Games held at the Ninth
international conference on the Simulation of Adaptive Behavior (SAB’06): From
Animals to Animats 9 in Rome, Italy on 1 October 2006.
We were motivated by the current state-of-the-art in intelligent game design using
adaptive approaches. Artificial Intelligence (AI) techniques are mainly focused on
generating human-like and intelligent character behaviors. Meanwhile there is generally
little further analysis of whether these behaviors contribute to the satisfaction of the
player. The implicit hypothesis motivating this research is that intelligent opponent
behaviors enable the player to gain more satisfaction from the game. This hypothesis may
well be true; however, since no notion of entertainment or enjoyment is explicitly
defined, there is therefore little evidence that a specific character behavior generates
enjoyable games.
Our objective for holding this workshop was to encourage the study, development,
integration, and evaluation of adaptive methodologies based on richer forms of humanmachine
interaction for augmenting gameplay experiences for the player. We wanted to
encourage a dialogue among researchers in AI, human-computer interaction and
psychology disciplines who investigate dissimilar methodologies for improving gameplay
experiences. We expected that this workshop would yield an understanding of state-ofthe-
art approaches for capturing and augmenting player satisfaction in interactive systems
such as computer games.
Our invited speaker was Hakon Steinø, Technical Producer of IO-Interactive, who
discussed applied AI research at IO-Interactive, portrayed the future trends of AI in
computer game industry and debated the use of academic-oriented methodologies for
augmenting player satisfaction. The sessions of presentations and discussions where
classified into three themes: Adaptive Learning, Examples of Adaptive Games and Player
Modeling.
The Workshop Committee did a great job in providing suggestions and informative
reviews for the submissions; thank you! This workshop was in part supported by the
Danish National Research Council (project no: 274-05-0511). Finally, thanks to all the
participants; we hope you found this to be useful!peer-reviewe
A scheme for creating digital entertainment with substance
Computer games constitute a major branch of the
entertainment industry nowadays. The financial
and research potentials of making games more appealing (or else more interesting) are more than impressive. Interactive and cooperative characters can
generate more realism in games and satisfaction for
the player. Moreover, on-line (while play) machine
learning techniques are able to produce characters
with intelligent capabilities useful to any game’s
context. On that basis, richer human-machine interaction through real-time entertainment, player
and emotional modeling may provide means for
effective adjustment of the non-player characters’
behavior in order to obtain games of substantial
entertainment. This paper introduces a research
scheme for creating NPCs that generate entertaining games which is based interdisciplinary on the
aforementioned areas of research and is foundationally supported by several pilot studies on testbed games. Previous work and recent results are
presented within this framework.peer-reviewe
A procedural procedural level generator generator
Procedural content generation (PCG) is concerned
with automatically generating game content, such as levels,
rules, textures and items. But could the content generator itself
be seen as content, and thus generated automatically? This
would be very useful if one wanted to avoid writing a content
generator for a new game, or if one wanted to create a content
generator that generates an arbitrary amount of content with a
particular style or theme. In this paper, we present a procedural
procedural level generator generator for Super Mario Bros.
It is an interactive evolutionary algorithm that evolves agent based level generators. The human user makes the aesthetic
judgment on what generators to prefer, based on several views
of the generated levels including a possibility to play them, and
a simulation-based estimate of the playability of the levels. We
investigate the characteristics of the generated levels, and to
what extent there is similarity or dissimilarity between levels
and between generators.peer-reviewe
Capturing player enjoyment in computer games
The current state-of-the-art in intelligent game design using Artificial Intelligence (AI) techniques is mainly focused on generating human-like and intelligent characters. Even though complex opponent behaviors emerge through various machine learning techniques, there is generally no further analysis of whether these behaviors contribute to the satisfaction of the player. The implicit hypothesis motivating this research is that intelligent opponent behaviors enable the player to gain more satisfaction from the game. This hypothesis may well be true; however, since no notion of entertainment or enjoyment is explicitly defined, there is therefore no evidence that a specific opponent behavior generates enjoyable games.peer-reviewe
Experience-driven procedural content generation (extended abstract)
Procedural content generation is an increasingly
important area of technology within modern human-computer
interaction with direct applications in digital games, the semantic
web, and interface, media and software design. The personalization
of experience via the modeling of the user, coupled with the
appropriate adjustment of the content according to user needs
and preferences are important steps towards effective and meaningful
content generation. This paper introduces a framework for
procedural content generation driven by computational models of
user experience we name Experience-Driven Procedural Content
Generation. While the framework is generic and applicable to
various subareas of human computer interaction, we employ
games as an indicative example of content-intensive software that
enables rich forms of interaction.The research was supported, in part, by the FP7 ICT projects
C2Learn (318480) and iLearnRW (318803).peer-reviewe
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