Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/22957
Title: Modeling player experience for content creation
Authors: Pedersen, Chris
Togelius, Julian
Yannakakis, Georgios N.
Keywords: Computer games
Video games
Human-computer interaction
Issue Date: 2010
Publisher: Institute of Electrical and Electronics Engineers Inc.
Citation: Pedersen, C., Togelius, J., & Yannakakis, G. N. (2010). Modeling player experience for content creation. IEEE Transactions on Computational Intelligence and AI in Games, 2(1), 54-67.
Abstract: In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affective states of the player based on both gameplay metrics that relate to the actions performed by the player in the game, and on parameters of the level that was played. For the experiments presented here, a version of the classic Super Mario Bros game is enhanced with parameterizable level generation and gameplay metrics collection. Player pairwise preference data is collected using forced choice questionnaires, and the models are trained using this data and neuroevolutionary preference learning of multilayer perceptrons (MLPs). The derived models will be used to optimize design parameters for particular types of player experience, allowing the designer to automatically generate unique levels that induce the desired experience for the player.
URI: https://www.um.edu.mt/library/oar//handle/123456789/22957
Appears in Collections:Scholarly Works - InsDG

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