From Center for Computer Games Research
Project description
| Start date:
| August 2009
|
| End date:
| July 2012
|
| Funding scheme:
| FTP - Danish Agency for Science, Technology and Innovation
|
| Budget:
| ~425000 €
|
The principal goal of the AGameComIn (Adaptive Game Content using Computational Intelligence) project is to enhance the experience of computer game-players by developing computational intelligence algorithms that learn mappings between game features and player satisfaction, and the use of computational models as evaluation functions for game content such as rules and environments. Stochastic global optimizers such as evolutionary algorithms are then used to search the spaces of game rules and environments to automatically create entertaining game content. The main outcome of the project will be technology that increases the productivity of industrial game development and enables the creation of new types of video games.
Case Studies
Partners
Selected Publications
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Chris Pedersen, Julian Togelius, Georgios N. Yannakakis - Modeling Player Experience for Content Creation
- IEEE Transactions on Computational Intelligence and AI in Games
- 2(1):54--67, 2010
- Pdf Bibtex
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J. Togelius, G. N. Yannakakis, K. O. Stanley, C. Browne - Search-based Procedural Content Generation
- Proceedings of the EvoStar Conference
- , April, 2010
- Pdf Bibtex
-
Pedersen, C., Togelius, J., Yannakakis, G. - Optimization of platform game levels for player experience
- Proccedings of the Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE)
- , October, 2009
- Pdf Bibtex
-
Pedersen, C., Togelius, J., Yannakakis, G.N. - Modeling Player Experience in Super Mario Bros
- Proceedings of the IEEE Symposium on Computational Intelligence and Games
- , Milan, September, 2009
- Pdf Bibtex
Media coverage