28,841 research outputs found

    Towards player-driven procedural content generation

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    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.peer-reviewe

    Towards Player-Driven Procedural Content Generation

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    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Real-time adaptive track generation in racing games

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    Real-time Adaptive Track Generation in Racing Game

    An Integrated Framework for AI Assisted Level Design in 2D Platformers

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    The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D platformers. Our framework provides designers with a toolbox (i) to create 2D platformer levels, (ii) to estimate the difficulty and probability of success of single jump actions (the main mechanics of platformer games), and (iii) a set of metrics to evaluate the difficulty and probability of completion of entire levels. At the end, we present the results of a set of experiments we carried out with human players to validate the metrics included in our framework.Comment: Submitted to the IEEE Game Entertainment and Media Conference 201
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