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dc.contributor.authorShaker, Noor-
dc.contributor.authorTogelius, Julian-
dc.contributor.authorYannakakis, Georgios N.-
dc.identifier.citationShaker, N., Togelius, J., & Yannakakis, G. N. (2016). The experience-driven perspective. In Procedural Content Generation in Games. Computational Synthesis and Creative Systems, (pp. 181-194). Springer, Cham.en_GB
dc.description.abstractUltimately, content is generated for the player. But so far, our algorithms have not taken specific players into account. Creating computational models of a player’s behaviour, preferences, or skills is called player modelling. With a model of the player, we can create algorithms that create content specifically tailored to that player. The experience-driven perspective on procedural content generation provides a framework for content generation based on player modelling; one of the most important ways of doing this is to use a player model in the evaluation function for search-based PCG. This chapter discusses different ways of collecting and encoding data about the player, primarily player experience, and ways of modelling this data. It also gives examples of different ways in which such models can be used.en_GB
dc.publisherSpringer, Chamen_GB
dc.subjectComputer gamesen_GB
dc.subjectHuman-computer interactionen_GB
dc.subjectLevel design (Computer science)en_GB
dc.titleThe experience-driven perspectiveen_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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