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Towards automatic personalised content creation for racing games

Julian Togelius, Renzo De Nardi, Simon M. Lucas
2007 2007 IEEE Symposium on Computational Intelligence and Games  
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.  ...  We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.  ...  ACKNOWLEDGEMENTS We are thankful to Owen Holland, Georgios Yannakakis, Richard Newcombe and Hugo Marques for insightful discussions.  ... 
doi:10.1109/cig.2007.368106 dblp:conf/cig/TogeliusNL07 fatcat:3klaeinkxfa2pfrbgoedbg32mi

Personalised gaming

Sander Bakkes, Chek Tien Tan, Yusuf Pisan
2012 Proceedings of The 8th Australasian Conference on Interactive Entertainment Playing the System - IE '12  
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player.  ...  The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature.  ...  The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably.  ... 
doi:10.1145/2336727.2336731 dblp:conf/ie/BakkesTP12 fatcat:o2iw4gzu7nh7nmipula7wxtu5u

Challenge balancing for personalised game spaces

Sander Bakkes, Shimon Whiteson, Guangliang Li, George Viorel Visniuc, Efstathios Charitos, Norbert Heijne, Arjen Swellengrebel
2014 2014 IEEE Games Media Entertainment  
User studies that validate the approach to online game personalisation in the actual video game INFINITE MARIO BROS. indicate that it provides an effective basis for automatically balancing the game's  ...  Challenge Balancing for Personalised Game Spaces Bakkes, S.C.J.; Whiteson, S.A.; Li, G.; Viniuc, G.V.; Charitos, E.; Heijne, N.; Swellengrebel, A.  ...  the creation of personalised games, where the game experience is continuously tailored to fit the individual player.  ... 
doi:10.1109/gem.2014.7047971 dblp:conf/gamesem/BakkesWLVCHS14 fatcat:jrz3fwd4jngy7ehbyuhvc2cplq

Design metaphors for procedural content generation in games

Rilla Khaled, Mark J. Nelson, Pippin Barr
2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13  
Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design.  ...  In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques.  ...  Its output is used to personalise the game content toward a specific player's experience.  ... 
doi:10.1145/2470654.2466201 dblp:conf/chi/KhaledNB13 fatcat:kdfetb7jhjhf3bbhdkbrkhg3qu

The experience-driven perspective [chapter]

Noor Shaker, Julian Togelius, Georgios N. Yannakakis
2016 Procedural Content Generation in Games  
Ultimately, content is generated for the player. But so far, our algorithms have not taken specific players into account.  ...  The experience-driven perspective on procedural content generation provides a framework for content generation based on player modelling; one of the most important ways of doing this is to use a player  ...  Summary This chapter covered the experience-driven perspective for generating personalised game content.  ... 
doi:10.1007/978-3-319-42716-4_10 fatcat:zi3tb2hyazfhteqr2eokvxat6a

Designing Accessible Visual Programming Tools for Children with Autism Spectrum Condition [article]

Misbahu S. Zubair, David J. Brown, Matthew Bates, Thomas Hughes-Roberts
2019 arXiv   pre-print
These recommendations arose from those used for the design of other interactive applications for children with ASC (e.g. virtual environments, serious games) and not identified as part of those the initially  ...  Visual Programming Tools (VPTs) allow users to create interactive media projects such as games and animations using visual representations of programming concepts.  ...  For example, when creating a "space racing game", the choice of background images or landscapes options can be limited to only those related to outer space.  ... 
arXiv:1911.07624v1 fatcat:c56oz6h2pvbjjm7z45cufsnvba

Search-Based Procedural Content Generation: A Taxonomy and Survey

Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne
2011 IEEE Transactions on Computational Intelligence and AI in Games  
The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and non-digital (such as board games  ...  A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitness of the content is evaluated; searchbased  ...  We would like to thank the anonymous reviewers for their substantial and useful comments.  ... 
doi:10.1109/tciaig.2011.2148116 fatcat:3gmdqtgrnzhbniwh5zakpqvmty

Procedural Content Generation: Goals, Challenges and Actionable Steps

Julian Togelius, Alex J. Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss, Kenneth O. Stanley, Michael Wagner
2013 Dagstuhl Publications  
Therefore we identify nine challenges for PCG research. Work towards meeting these challenges is likely to take us closer to realising the three grand goals.  ...  It starts with defining three grand goals of PCG, namely multi-level multi-content PCG, PCG-based game design and generating complete games.  ...  creation.  ... 
doi:10.4230/dfu.vol6.12191.61 dblp:conf/dagstuhl/TogeliusCLMPPS13 fatcat:k7v2ffg3snb2pfqbyasicnnicm

A Framework for Research in Gamified Mobile Guide Applications using Embodied Conversational Agents (ECAs)

Ioannis Doumanis, Serengul Smith
2015 International Journal of Serious Games  
Embedding multimodal communication in gamified mobile guide applications can enable the creation of learning experiences close to game quality where players immerse deep in the educational scenario.  ...  Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3] ), there is still a lack of a unified framework that enables researchers and practitioners to investigate  ...  The content should be created by a human author for everyday spoken use. [1] Enable automated creation of multimodal narratives.  ... 
doi:10.17083/ijsg.v2i3.79 fatcat:qq5jqyspirfindl3eqajx3nayu

Adaptive user modelling in car racing games using behavioural and physiological data

Theodosis Georgiou, Yiannis Demiris
2017 User modeling and user-adapted interaction  
Personalised content adaptation has great potential to increase user engagement in video games.  ...  An adaptive user model is needed to capture the skills of the player and enable automatic game content altering algorithms to fit the individual user.  ...  This allows the potential for novel and enjoyable game content that is personalised to the player.  ... 
doi:10.1007/s11257-017-9192-3 pmid:32063681 pmcid:PMC6994227 fatcat:wlosz6xlhjagznstax4ivaiucy

Player Modeling

Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, Elisabeth André, Michael Wagner
2013 Dagstuhl Publications  
Player modeling is the study of computational models of players in games.  ...  The discussion focuses on a taxonomy of approaches for constructing a player model, the available types of data for the model's input and a proposed classification for the model's output.  ...  Accordingly, the automation of content creation offers an opportunity towards realizing player model-driven procedural content generation in games [80] .  ... 
doi:10.4230/dfu.vol6.12191.45 dblp:conf/dagstuhl/YannakakisSLA13 fatcat:i7tkhjk3erhcxduqoe4q4dt5jq

Player behavioural modelling for video games

Sander C.J. Bakkes, Pieter H.M. Spronck, Giel van Lankveld
2012 Entertainment Computing  
to personalise gameplay as a whole, and creating new user-driven game mechanics.  ...  We conclude the article with an analysis on the applicability of the approaches for the domain of video games. Ó  ...  The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably.  ... 
doi:10.1016/j.entcom.2011.12.001 fatcat:b2xkhgpazbb33mb64dnzj3oaka


Ignas Kalpokas, Emilija Sabaliauskaitė, Victoria Pegushina
2020 Creativity Studies  
media's productive exchanges, contributing their data and attention in return for satisfaction.  ...  and interaction with social media and the self-creation affordances thereof, ultimately a close, constitutive, and creative interrelationship between humans and code.  ...  The result is a race to attract as many users and as much of their attention as possible, meaning that provision of a seamless, personalised, and pleasurable experience becomes a must.  ... 
doi:10.3846/cs.2020.10803 fatcat:kozn66q2ijcwbmolgmvrugousu

LIVE: An Integrated Production and Feedback System for Intelligent and Interactive TV Broadcasting

Jianmin Jiang, Joachim Kohler, Carmen Williams, Janez Zaletelj, Georg Guntner, Heike Horstmann, Jinchang Ren, Jobst Loffler, Ying Weng
2011 IEEE transactions on broadcasting  
When tested under field trials for 2008 Olympic Games by ORF, the developed LIVE system has illustrated great potential as well as significant promises to improve the TV broadcasting services not only  ...  ; (ii) the traditional concept of TV content director can be changed to a TV content conductor, where live TV broadcasting can be conducted on real-time bases and existing content materials can be conducted  ...  "overtaking" for a bicycle race), etc.  ... 
doi:10.1109/tbc.2011.2158252 fatcat:e2vxeyvpqbdolphla3pwksakfy

Co-creation of Smart Technology with (and for) People with Special Needs

J. Augusto, D. Kramer, U. Alegre, A. Covaci, A. Santokhee
2016 Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion - DSAI 2016  
A racing game was also developed for use with a large smart table, as a way to assess the participant's motor skills, and whether they find the interaction device enjoyable to use.  ...  Lastly, a game for practicing money handling was created for the primary users, which paired with a smart table.  ... 
doi:10.1145/3019943.3019950 dblp:conf/dsai/AugustoKACS16 fatcat:bztijh3a4vflddc4ncrbzrrgwu
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