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DC Field | Value | Language |
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dc.contributor.author | Liapis, Antonios | - |
dc.contributor.author | Holmgard, Christoffer | - |
dc.contributor.author | Yannakakis, Georgios N. | - |
dc.contributor.author | Togelius, Julian | - |
dc.date.accessioned | 2018-05-03T08:50:36Z | - |
dc.date.available | 2018-05-03T08:50:36Z | - |
dc.date.issued | 2015 | - |
dc.identifier.citation | Liapis, A., Holmgard, C., Yannakakis, G. N., & Togelius, J. (2015). Procedural personas as critics for dungeon generation. In A. Mora, & G. Squillero (Eds.), Applications of evolutionary computation (pp. 331-343). EvoApplications 2015. Lecture notes in computer science, 9028. Springer, Cham. | en_GB |
dc.identifier.isbn | 9783319165486 | - |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/29721 | - |
dc.description.abstract | This paper introduces a constrained optimization method which uses procedural personas to evaluate the playability and quality of evolved dungeon levels. Procedural personas represent archetypical player behaviors, and their controllers have been evolved to maximize a specific utility which drives their decisions. A “baseline” persona evaluates whether a level is playable by testing if it can survive in a worst-case scenario of the playthrough. On the other hand, a Monster Killer persona or a Treasure Collector persona evaluates playable levels based on how many monsters it can kill or how many treasures it can collect, respectively. Results show that the implemented two-population genetic algorithm discovers playable levels quickly and reliably, while the different personas affect the layout, difficulty level and tactical depth of the generated dungeons. | en_GB |
dc.description.sponsorship | The research was supported, in part, by the FP7 ICT project C2Learn (project no: 318480) and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665). | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Springer, Cham | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Games of strategy (Mathematics) | en_GB |
dc.subject | Computer games | en_GB |
dc.subject | Genetic algorithms | en_GB |
dc.title | Procedural personas as critics for dungeon generation | en_GB |
dc.type | bookPart | en_GB |
dc.rights.holder | The 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 |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1007/978-3-319-16549-3_27 | - |
Appears in Collections: | Scholarly Works - InsDG |
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File | Description | Size | Format | |
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Procedural_personas_as_critics_for_dungeon_generation_2015.pdf | 327.21 kB | Adobe PDF | View/Open |
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