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dc.contributor.authorShaker, Noor-
dc.contributor.authorSmith, Gillian-
dc.contributor.authorYannakakis, Georgios N.-
dc.identifier.citationShaker, N., Smith, G., & Yannakakis, G. N. (2016). Evaluating content generators. In Procedural Content Generation in Games (pp. 215-224). Springer, Cham.en_GB
dc.description.abstractEvaluating your content generator is a very important task, but difficult to do well. Creating a game content generator in general is much easier than creating a good game content generator—but what is a “good” content generator? That depends very much on what you are trying to create and why. This chapter discusses the importance and the challenges of evaluating content generators, and more generally understanding a generator’s strengths and weaknesses and suitability for your goals. In particular, we discuss two different approaches to evaluating content generators: visualizing the expressive range of generators, and using questionnaires to understand the impact of your generator on the player. These methods could broadly be called top-down and bottom-up methods for evaluating generators.en_GB
dc.publisherSpringer, Chamen_GB
dc.subjectComputer games -- Design and constructionen_GB
dc.subjectComputer games -- Technological innovationsen_GB
dc.subjectComputer games -- Evaluationen_GB
dc.titleEvaluating content generatorsen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
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