Generating Game Levels of Diverse Behaviour Engagement

Keyuan ZHANG, Jiayu BAI, Jialin LIU*

*Corresponding author for this work

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Referred Conference Paperpeer-review

4 Citations (Scopus)

Abstract

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 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 level tester is probably all we need to generate levels of diverse behaviour engagement.

Original languageEnglish
Title of host publicationProceedings of the 2022 IEEE Conference on Games, CoG 2022
PublisherIEEE Computer Society
Pages167-174
Number of pages8
ISBN (Electronic)9781665459891
DOIs
Publication statusPublished - 2022
Externally publishedYes
Event2022 IEEE Conference on Games, CoG 2022 - Beijing, China
Duration: 21 Aug 202224 Aug 2022

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
Volume2022-August
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289

Conference

Conference2022 IEEE Conference on Games, CoG 2022
Country/TerritoryChina
CityBeijing
Period21/08/2224/08/22

Bibliographical note

Publisher Copyright:
© 2022 IEEE.

Funding

This work was supported by the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Enterpreneurial Teams (Grant No. 2017ZT07X386), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531), the Shenzhen Fundamental Research Program (Grant No. JCYJ20190809121403553), the National Natural Science Foundation of China (Grant No. 61906083), the Research Institute of Trustworthy Autonomous Systems (RITAS) and the SUSTech Undergraduate Teaching Quality and Reform Project (Grant No. SJZLGC202101). Corresponding author: Jialin Liu ([email protected]).

Keywords

  • Experience-driven procedural content generation
  • level generation
  • personalised levels
  • platformer games
  • player experience

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