Article

Towards automatic personalised content creation for racing games

DOI:Togelius, Julian and De Nardi, Renzo and Lucas, Simon M. (2007) Towards automatic personalised content creation for racing games. [Conference Paper]
Source: OAI

ABSTRACT Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.

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Keywords

accurate models
 
commercial
 
entertainment value
 
Evolutionary algorithms
 
evolvable track representation
 
multiobjective evolutionary algorithm maximises
 
particular human player
 
racing tracks
 
tentative definition
 

Julian Togelius