Human computation for procedural content generation in platform games

Willian M. P. Reis, Levi H. S. Lelis, Ya'akov Kobi Gal
2015 2015 IEEE Conference on Computational Intelligence and Games (CIG)  
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
more » ... ting 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 aesthetics and that are more enjoyable to play than other existing approaches.
doi:10.1109/cig.2015.7317906 dblp:conf/cig/ReisLG15 fatcat:fltwilg7pndslpsa7gj7hh5czi