Please use this identifier to cite or link to this item:
Title: Towards player-driven procedural content generation
Authors: Shaker, Noor
Yannakakis, Georgios N.
Togelius, Julian
Keywords: Computer games -- Design and construction
Level design (Computer science)
Issue Date: 2012
Publisher: ACM Publications
Citation: Shaker, N., Tannakakis, G. N., & Togelius, J. (2012). Towards player-driven procedural content generation. 9th conference on Computing Frontiers, Cagliari. 237-240.
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.
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
Towards_player-driven_procedural_content_generatio.pdf53.12 kBAdobe PDFView/Open

Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.