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Evolving player-specific content for level based arcade games

Published: 26 April 2009 Publication History

Abstract

In this poster, we attempt to generate content for single player level based arcade games, according to the player's skill. The objective is to make the game just enough challenging for the player. An evolvable representation of the game content is developed. The player's performance is measured after completion of each level. An Artificial Neural Network (ANN) is used to estimate the expected performance for the level content. The deviation of the actual performance of the player from the expected performance is used to estimate the toughness of the next level. A Genetic Algorithm then evolves the next level. The fittest candidate is the one matching the required toughness.

References

[1]
Koster, R. A theory of fun for game design. Paraglyph press, 2004.
[2]
Malone, T. W. What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, Palo Alto, California, US, September 1980, 162--169.
[3]
Togelius, J., De Nardi, R., Lucas, S. M. Towards automatic personalised content creation in racing game. In Proceedings of the IEEE Symposium on Computational Intelligence and Games, Honolulu, US, April 2007, 252--255.
[4]
Verma, M. A. and McOwan, P. W. An adaptive methodology for synthesising mobile phone games using genetic algorithms. In Proceedings of the Congress on Evolutionary Computation, Edinburgh, UK, September 2005, 528--535.
[5]
Yannakakis, G. N. AI in Computer Games: Generating Interesting Interactive Opponents by the use of Evolutionary Computation. PhD thesis, University of Edinburg, 2005.

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Published In

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FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. content creation
  2. evolution
  3. player entertainment

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FDG '09
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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