Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/29697
Title: | Emotion-driven level generation |
Other Titles: | Emotion in games: theory and praxis |
Authors: | Togelius, Julian Yannakakis, Georgios N. |
Keywords: | Computer games -- Design and construction Emotions Human-computer interaction |
Issue Date: | 2016 |
Publisher: | Springer International Publishing |
Citation: | Togelius, J., & Yannakakis, G.N. (2016). Emotion-driven level generation. In K. Karpouzis, & G.N. Yannakakis (Eds.), Emotion in games: theory and praxis (pp.1-12). New York: Springer International Publishing. |
Abstract: | This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/29697 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Emotion-driven_level_generation.pdf | 2.59 MB | Adobe PDF | View/Open |
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