A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels

被引:31
|
作者
Sorenson, Nathan [1 ]
Pasquier, Philippe [2 ]
DiPaola, Steve [2 ]
机构
[1] Simon Fraser Univ, Sch Interact Arts & Technol, Vancouver, BC V5N 4L3, Canada
[2] Simon Fraser Univ, Sch Interact Arts & Technol, Surrey, BC V3A 0A3, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
Challenge modeling; fun; player enjoyment; procedural content creation; video games;
D O I
10.1109/TCIAIG.2011.2161310
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of "rhythm groups," which are defined as alternating periods of high and low challenge. The generative system represents a novel combination of genetic algorithms (GAs) and constraint satisfaction (CS) methods and uses the model as a fitness function for the generation of fun levels for two different games. This top-down approach improves upon typical bottom-up techniques in providing semantically meaningful parameters such as difficulty and player skill, in giving human designers considerable control over the output of the generative system, and in offering the ability to create levels for different types of games.
引用
收藏
页码:229 / 244
页数:16
相关论文
共 50 条
  • [1] Towards a Generic Framework for Automated Video Game Level Creation
    Sorenson, Nathan
    Pasquier, Philippe
    [J]. APPLICATIONS OF EVOLUTIONARY COMPUTATION, PT I, PROCEEDINGS, 2010, 6024 : 131 - 140
  • [2] Generic structures, generic experiences: A cognitive experientialist approach to video game analysis
    Gregersen A.
    [J]. Philosophy & Technology, 2014, 27 (2) : 159 - 175
  • [3] Procedural Content Generation using Neuroevolution and Novelty Search for Diverse Video Game Levels
    Beukman, Michael
    Cleghorn, Christopher W.
    James, Steven
    [J]. PROCEEDINGS OF THE 2022 GENETIC AND EVOLUTIONARY COMPUTATION CONFERENCE (GECCO'22), 2022, : 1028 - 1037
  • [4] Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC)
    Gaisbauer, Werner
    Raffe, William L.
    Garcia, Jaime A.
    Hlavacs, Helmut
    [J]. CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2019, : 397 - 404
  • [5] A Generic Approach for Video Indexing
    Gayathri, N.
    Mahesh, K.
    [J]. PROCEEDING OF THE INTERNATIONAL CONFERENCE ON COMPUTER NETWORKS, BIG DATA AND IOT (ICCBI-2018), 2020, 31 : 701 - 708
  • [6] A Framework for the Creation of a Reading Video Game for Children
    Boussejra, Hakim
    [J]. VIDEOGAME SCIENCES AND ARTS, VJ 2023, 2024, 1984 : 174 - 183
  • [7] Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach
    Lee, Hyo Jin
    Tran, Denise D.
    Morrell, Holly E. R.
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2018, 21 (05) : 281 - 286
  • [8] A Generic Approach to Video Buffer Modeling Using Discrete-Time Analysis
    Burger, Valentin
    Zinner, Thomas
    Lam Dinh-Xuan
    Wamser, Florian
    Phuoc Tran-Gia
    [J]. ACM TRANSACTIONS ON MULTIMEDIA COMPUTING COMMUNICATIONS AND APPLICATIONS, 2018, 14 (02)
  • [9] Challenge Design and Categorization in Video Game Design
    Brandse, Michael
    Tomimatsu, Kiyoshi
    [J]. DESIGN, USER EXPERIENCE, AND USABILITY: USER EXPERIENCE DESIGN FOR DIVERSE INTERACTION PLATFORMS AND ENVIRONMENTS, PT II, 2014, 8518 : 669 - 677
  • [10] Procedural Content Generation for General Video Game Level Generation
    Zafar, Adeel
    Mujtaba, Hasan
    Beg, Omer
    [J]. INTELIGENCIA ARTIFICIAL-IBEROAMERICAL JOURNAL OF ARTIFICIAL INTELLIGENCE, 2021, 24 (68): : 33 - 36