Human computation for procedural content generation in platform games

    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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