Human computation for procedural content generation in platform games

Willian M.P. Reis, Levi H.S. Lelis, Ya'Akov Kobi Gal

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

14 Scopus citations

Abstract

One of the major challenges in procedural content generation in computer games is to automatically evaluate whether the generated content has good quality. In this paper we describe a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros. Several such evaluated portions are then combined into a full level of the game. The composition of the small portions into a full level is done by accounting for the human-Annotated information and the mathematical model of tension arcs used in interactive drama and storytelling. We tested our system with human subjects and the results show that our approach is able to generate levels with better visual aesthetics and that are more enjoyable to play than other existing approaches.

Original languageEnglish
Title of host publication2015 IEEE Conference on Computational Intelligence and Games, CIG 2015 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers
Pages99-106
Number of pages8
ISBN (Electronic)9781479986217
DOIs
StatePublished - 4 Nov 2015
Event2015 IEEE Conference on Computational Intelligence and Games, CIG 2015 - Tainan, Taiwan, Province of China
Duration: 31 Aug 20152 Sep 2015

Publication series

Name2015 IEEE Conference on Computational Intelligence and Games, CIG 2015 - Proceedings

Conference

Conference2015 IEEE Conference on Computational Intelligence and Games, CIG 2015
Country/TerritoryTaiwan, Province of China
CityTainan
Period31/08/152/09/15

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Science Applications
  • Information Systems

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