Player-Adaptive Spelunky level generation

Stammer D., Mannheim H., Gunther T., Preuss M.


Zusammenfassung
Procedural Content Generation (PCG) is nowadays widely applied to many different aspects of computer games. However, it can do more than to assist level designers during game creation. It can generate personalized levels according to the tastes and abilities of players online. This has already been demonstrated for (largely 1D) scrolling games and we show in this work how personalized, difficulty-Adjusted levels can be generated for the more complex 2D platformer Spelunky. As direct and indirect player feedback is taken into account, the method may be filed under the Experience-Driven PCG approach. Our approach is based on a rather generic rule set that may also be transferred to similar games. We also present a user study showing that most users appreciate the online adaptation but are especially critical about making the game easier to play at any time.



Publikationstyp
Aufsatz (Konferenz)

Begutachtet
Ja

Publikationsstatus
Veröffentlicht

Jahr
2015

Konferenz
2015 IEEE Conference on Computational Intelligence and Games, CIG 2015

Konferenzort
Tainan, Taiwan

Erste Seite
130

Letzte Seite
137

Seiten
130-137

Band
null

Reihe
IEEE Conference on Computational Intelligence and Games

Verlag
Institute of Electrical and Electronics Engineers Inc.

ISBN
9781479986217

DOI

Gesamter Text

Affiliierungen
Cooperative State University Baden-Wuertemberg