Toward the adaptive generation of bespoke game content
Browne, Cameron B., Colton, Simon, Cook, Michael, Gow, Jeremy, & Baumgarten, Robin (2014) Toward the adaptive generation of bespoke game content. In Angelides, Marios C. & Agius, Harry (Eds.) Handbook of Digital Games. IEEE Press/Wiley, Hoboken, New Jersey, pp. 17-61.
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In this chapter, we explore methods for automatically generating game content—and games themselves—adapted to individual players in order to improve their playing experience or achieve a desired effect. This goes beyond notions of mere replayability and involves modeling player needs to maximize their enjoyment, involvement, and interest in the game being played. We identify three main aspects of this process: generation of new content and rule sets, measurement of this content and the player, and adaptation of the game to change player experience. This process forms a feedback loop of constant refinement, as games are continually improved while being played. Framed within this methodology, we present an overview of our recent and ongoing research in this area. This is illustrated by a number of case studies that demonstrate these ideas in action over a variety of game types, including 3D action games, arcade games, platformers, board games, puzzles, and open-world games. We draw together some of the lessons learned from these projects to comment on the difficulties, the benefits, and the potential for personalized gaming via adaptive game design.
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|Item Type:||Book Chapter|
|Keywords:||3D action games, Adaptive game technology, Arcade games, Bespoke game content, Board games, Gaming process, Open-world games, Platformers|
|Divisions:||Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Science & Engineering Faculty
|Copyright Owner:||© 2014 the Institute of Electrical and Electronics Engineers, Inc. Published 2014 by John Wiley & Sons, Inc.|
|Deposited On:||10 Mar 2015 23:42|
|Last Modified:||14 Dec 2015 05:18|
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