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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-review

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 237-240 (3 pages)

Publication milestones

  • Published - 2012

Publication status

Published - 2012

Publisher

Association for Computing Machinery, United States
978-1-4503-1215-8

Publication IDs

  • Scopus: 84862643271

Host publication title

Proceedings of the 9th conference on Computing Frontiers. CF 12

Abstract

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