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Towards player-driven procedural content generation

Published: 15 May 2012 Publication History

Abstract

Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background. While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation. Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation.

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    cover image ACM Conferences
    CF '12: Proceedings of the 9th conference on Computing Frontiers
    May 2012
    320 pages
    ISBN:9781450312158
    DOI:10.1145/2212908

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 May 2012

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    Author Tags

    1. game adaptation
    2. game personalization
    3. neuroevolutionary preference learning
    4. player modeling
    5. procedural content generation

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    CF'12: Computing Frontiers Conference
    May 15 - 17, 2012
    Cagliari, Italy

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    Overall Acceptance Rate 273 of 785 submissions, 35%

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    • (2023)Player-Driven Game Analytics: The Case of Guild Wars 2Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581404(1-14)Online publication date: 19-Apr-2023
    • (2021)AI in (and for) GamesAdvances in Machine Learning/Deep Learning-based Technologies10.1007/978-3-030-76794-5_3(27-43)Online publication date: 6-Aug-2021
    • (2019)Crowdjump: Investigating a Player-Driven Platform GameProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347168(149-159)Online publication date: 17-Oct-2019
    • (2019)Procedural Progression Model for Smash Time2019 IEEE Conference on Games (CoG)10.1109/CIG.2019.8847964(1-8)Online publication date: Aug-2019
    • (2018)Exercise Intensity-Driven Level DesignIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.279361824:4(1661-1670)Online publication date: 1-Apr-2018
    • (2017)Bus Runner: Using Contextual Cues for Procedural Generation of Game Content on Public TransportHuman-Computer Interaction. Interaction Contexts10.1007/978-3-319-58077-7_2(21-34)Online publication date: 14-May-2017
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