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|Title:||Towards player-driven procedural content generation|
Yannakakis, Georgios N.
|Keywords:||Computer games -- Design and construction|
Level design (Computer science)
|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|
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