Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/29721
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dc.contributor.authorLiapis, Antonios-
dc.contributor.authorHolmgard, Christoffer-
dc.contributor.authorYannakakis, Georgios N.-
dc.contributor.authorTogelius, Julian-
dc.date.accessioned2018-05-03T08:50:36Z-
dc.date.available2018-05-03T08:50:36Z-
dc.date.issued2015-
dc.identifier.citationLiapis, 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.isbn9783319165486-
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/29721-
dc.description.abstractThis 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.sponsorshipThe 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.isoenen_GB
dc.publisherSpringer, Chamen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectGames of strategy (Mathematics)en_GB
dc.subjectComputer gamesen_GB
dc.subjectGenetic algorithmsen_GB
dc.titleProcedural personas as critics for dungeon generationen_GB
dc.typebookParten_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
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1007/978-3-319-16549-3_27-
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