Towards Player-Driven Procedural Content Generation
- Noor Shaker,
- Georgios N. Yannakakis,
- Julian Togelius
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewPublication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 237-240 (3 pages)Publication milestones
- Published - 2012
Publication status
Published - 2012
Publisher
Association for Computing Machinery, United StatesISBN (Print)
978-1-4503-1215-8Publication IDs
- Scopus: 84862643271
Host publication title
Proceedings of the 9th conference on Computing Frontiers. CF 12Abstract
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.
Publication metrics
PlumX
Citations
9
Captures
53
