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Adapting Procedural Content Generation to Player Personas Through Evolution

arXiv (Cornell University)

Abstract

Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for particular player personas. Using our game, "Grave Rave", we demonstrate that this approach successfully adapts to four rule-based persona agents over three different experience metrics. Furthermore, the adaptation is shown to be specific in nature, meaning that the levels are persona-conscious, and not just general optimizations with regard to the selected metric.

Authors 3

  1. Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento

    Affiliation as printed

    INESC-ID and Instituto Superior Técnico , Univ. de Lisboa Lisbon , Portugal

  2. Leiden University

    Affiliation as printed

    Leiden University Leiden , The Netherlands

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