Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
Yu, Hong (Georgia Institute of Technology) | Trawick, Tyler (Georgia Institute of Technology)
A growing research community is working towards procedurally generating content for computer games and simulation applications with various player modeling techniques. In this paper, we present a two-step procedural content generation framework to minimize players' frustration and/or boredom according to player feedback and gameplay features. In the first step, we dynamically categorize the player styles based on a simple questionnaire beforehand and the gameplay features. In the second step, two player models (frustration and boredom) are built for each player style category. A ranking algorithm is utilized for player modeling to address two problems inherent in player feedback: inconsistency and inaccuracy. Experiment results on a testbed game show that our framework can generate less boring/frustrating levels with very high probabilities.
Oct-9-2011
- Country:
- North America > United States > Georgia > Fulton County > Atlanta (0.04)
- Industry:
- Leisure & Entertainment > Games > Computer Games (1.00)
- Technology: