Conference Paper

Towards Automatic Personalized Content Generation for Platform Games.

Conference: Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2010, October 11-13, 2010, Stanford, California, USA
Source: DBLP
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    ABSTRACT: The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
    IEEE Transactions on Computational Intelligence and AI in Games 01/2012; · 1.69 Impact Factor
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    ABSTRACT: Launchpad is an autonomous level generator that is based on a formal model of 2-D platformer level design. Levels are built out of small segments called “rhythm groups,” which are generated using a two-tiered, grammar-based approach. These segments are pieced together into complete levels that are then rated according to a set of design heuristics. Generation can be controlled using a set of parameters that influence the level pacing and geometry. The approach minimizes the amount of content that must be manually authored: instead of piecing together large segments of a level, Launchpad uses base components that are commonly found in a number of 2-D platformers. Launchpad produces an impressive variety of levels which are all guaranteed to be playable.
    IEEE Transactions on Computational Intelligence and AI in Games 04/2011; · 1.69 Impact Factor
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    ABSTRACT: Traditional personality assessment methods are based on be-havioral, observational, and self-report measures [8], each of which suffers from weaknesses that stem from ambiguity (be-havioral measures), cost-payoff ratio (professional observa-tion), and reliability (self-report). Assessment through video game play offers a way of quantifying behavior, automating observations, and side-stepping self-report. To determine whether video games are a valuable addition to the arse-nal of personality assessment methods, we set out to answer the question: Does the statistically trackable play style of a player significantly correlate to his personality? To find the answer, we conducted a survey among Battlefield 3 players. Through the use of a promotional campaign, dubbed 'Psy-Ops', the response to the survey ran up to 13,376 individuals. Each participant was asked to fill out a 100-item IPIP (Inter-national Personality Item Pool) Big Five personality ques-tionnaire, and requested for permission to draw their game statistics from a public database. All in all, 175 game vari-ables, 100 personality scores, and 5 personality dimensions were correlated for the total sample, and 11 demographic subsamples. We found that play style and personality do correlate significantly, showing three key themes. (1) Con-scientiousness is negatively correlated with speed of action. (2) The game variable Unlock Score per Second correlates most often and most strongly with personality, especially with Conscientiousness and Extraversion. (3) Work ethic correlates negatively with performance in the game. Apart from these three themes, subsamples differ in correlational patterns. Two additional results were found when performing a post-hoc analysis on age. First, correlations between age and play style were greater than those between play style and person-ality. While themes (1), (2) and (3) showed effect sizes up to the 0.2 range, age offered effect sizes in the 0.3 range 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. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. FDG 2013 Chania, Krete Greece Copyright 20XX ACM X-XXXXX-XX-X/XX/XX ...$15.00. for game performance and game length preference, as well as a correlation of r = 0.42 with Unlock Score per Second. Secondly, age and personality correlate with a similar effect size as play style and personality. Therefore, age correlates strongly to play style, while age and play style offer compli-mentary correlations to personality.
    FDG2013; 01/2013

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