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. 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
more » ... s fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
doi:10.1109/cig.2007.368106 dblp:conf/cig/TogeliusNL07 fatcat:3klaeinkxfa2pfrbgoedbg32mi