2016
DOI: 10.1007/978-3-319-42716-4_10
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The experience-driven perspective

Abstract: Ultimately, content is generated for the player. But so far, our algorithms have not taken specific players into account. Creating computational models of a player's behaviour, preferences, or skills is called player modelling. With a model of the player, we can create algorithms that create content specifically tailored to that player. The experience-driven perspective on procedural content generation provides a framework for content generation based on player modelling; one of the most important ways of doin… Show more

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Cited by 5 publications
(2 citation statements)
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“…The underlying proficiency variable λ approximated the player's performance level by being increased whenever he successfully completed Eternal Challenge and decreased at the characters death or temporal expiry of the countdown. This way, HPT produces a typical "rubberbanding" effect between player-specific thresholds of lack of challenge and excessive challenge, which is one of the most common ways to enable flow-states to arise in traditional DDA [47] and was constructed by following the inspiration of these approaches [17,23,30,47] in combination with fine-tuning by the developers operating the server to find a range covering too easy, too hard and enough configurability in between for every observed player. Increased whenever Eternal Challenge λ difficulty level was completed successfully, decreased upon death or timeout.…”
Section: Adaptive Instance Dungeonmentioning
confidence: 99%
“…The underlying proficiency variable λ approximated the player's performance level by being increased whenever he successfully completed Eternal Challenge and decreased at the characters death or temporal expiry of the countdown. This way, HPT produces a typical "rubberbanding" effect between player-specific thresholds of lack of challenge and excessive challenge, which is one of the most common ways to enable flow-states to arise in traditional DDA [47] and was constructed by following the inspiration of these approaches [17,23,30,47] in combination with fine-tuning by the developers operating the server to find a range covering too easy, too hard and enough configurability in between for every observed player. Increased whenever Eternal Challenge λ difficulty level was completed successfully, decreased upon death or timeout.…”
Section: Adaptive Instance Dungeonmentioning
confidence: 99%
“…A defining feature of this case is that games here are usually seen as an interesting and challenging testbed to develop an AI for, but the games itself are seen as a means to an end. In contrast, the second case is concerned with using AI to improve games for the human players, i.e., develop AIs to elicit specific, usually positive, emotions [6]. Examples here include procedural content generation (PCG) to increase replayability and reduce repetitiveness, or the generation of believable nonplayer character (NPC) behavior and to increase immersion and engagement.…”
mentioning
confidence: 99%