The recent interest in procedural content generation for video games has created the need to establish techniques for assessment of generated content. We present an investigation into the factors determining perceived difficulty in procedurally generated game levels. In doing so, an approach to identify relevant factors pertaining to player experience is established, which is subsequently used in the development of predictive difficulty models. In this paper, we apply our methodology to the genre of 2D platformers, presenting an investigation into factors related to difficulty, the development of a test-bed that can be used to collect the data, data collection and subsequent analysis. We investigate the contribution of the identified game a...
In video game development, creating maps, enemies, and many other elements of game levels is one of ...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
A growing research community is working towards procedurally generating content for computer games a...
Automatic generation of game levels improves replayability and also allows content adaptation. One i...
Successful and accurate modelling of level difficulty is a fundamental component of the operationali...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
This paper synthetically presents a reliable and generic way to evaluate the difficulty of video gam...
This paper investigates the relationship between level design parameters of platform games, individu...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
Players begin games at different skill levels and develop their skill at different rates—so th...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
A recent trend within computational intelligence and games research is to investigate how to affect ...
In this paper, we discuss the interest and the need to evaluate the difficulty of single player vide...
Frustration is a key concept in retaining a player interest in both commercial and applied games. In...
In video game development, creating maps, enemies, and many other elements of game levels is one of ...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
A growing research community is working towards procedurally generating content for computer games a...
Automatic generation of game levels improves replayability and also allows content adaptation. One i...
Successful and accurate modelling of level difficulty is a fundamental component of the operationali...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
This paper synthetically presents a reliable and generic way to evaluate the difficulty of video gam...
This paper investigates the relationship between level design parameters of platform games, individu...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
Players begin games at different skill levels and develop their skill at different rates—so th...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
A recent trend within computational intelligence and games research is to investigate how to affect ...
In this paper, we discuss the interest and the need to evaluate the difficulty of single player vide...
Frustration is a key concept in retaining a player interest in both commercial and applied games. In...
In video game development, creating maps, enemies, and many other elements of game levels is one of ...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
A growing research community is working towards procedurally generating content for computer games a...