Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether experience metrics can adapt to agents with different personas. We start by reviewing existing metrics for evaluating game levels. Then, focusing on platformer games, we design a framework integrating various agents and evaluation metrics. Experimental studies on \emph{Super Mario Bros.} indicate that using the same evaluation metrics but agents with different personas can generate levels for particular persona. It implies that, for simple games, using a game-playing agent of specific player archetype as a leve...
Context personalisation is a flourishing area of research with many applications. Context personalis...
This project has received funding from the EU’s Horizon 2020 programme under grant agreement No 951...
In this paper we compare the effects of using three game user research methodologies to assist in sh...
Procedural level generation has long since been prevalent in video games. A desire to make the metho...
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on...
This paper investigates the relationship between level design parameters of platform games, individu...
This paper proposes a novel pipeline for generating agents that simulate player behaviour. By cluste...
This article focuses on games that can tailor the provided game experience to the individual player ...
In this paper, we show that personalized levels can be auto- matically generated for platform games....
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper discusses various metrics for game play evaluation based on user categories and market ex...
Player modeling and estimation of player experience have become very active research fields within a...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
Context personalisation is a flourishing area of research with many applications. Context personalis...
This project has received funding from the EU’s Horizon 2020 programme under grant agreement No 951...
In this paper we compare the effects of using three game user research methodologies to assist in sh...
Procedural level generation has long since been prevalent in video games. A desire to make the metho...
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on...
This paper investigates the relationship between level design parameters of platform games, individu...
This paper proposes a novel pipeline for generating agents that simulate player behaviour. By cluste...
This article focuses on games that can tailor the provided game experience to the individual player ...
In this paper, we show that personalized levels can be auto- matically generated for platform games....
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper addresses the problem of evaluating the qual-ity of game levels across different games an...
This paper discusses various metrics for game play evaluation based on user categories and market ex...
Player modeling and estimation of player experience have become very active research fields within a...
One promising avenue towards increasing player entertainment for individual game players is to tailo...
Context personalisation is a flourishing area of research with many applications. Context personalis...
This project has received funding from the EU’s Horizon 2020 programme under grant agreement No 951...
In this paper we compare the effects of using three game user research methodologies to assist in sh...