DocumentCode
3476692
Title
Feature analysis for modeling game content quality
Author
Shaker, Noor ; Yannakakis, Georgios N. ; Togelius, Julian
Author_Institution
Center for Comput. Games Res., IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2011
fDate
Aug. 31 2011-Sept. 3 2011
Firstpage
126
Lastpage
133
Abstract
One promising avenue towards increasing player entertainment for individual game players is to tailor player experience in real-time via automatic game content generation. Modeling the relationship between game content and player preferences or affective states is an important step towards this type of game personalization. In this paper we analyse the relationship between level design parameters of platform games and player experience. We introduce a method to extract the most useful information about game content from short game sessions by investigating the size of game session that yields the highest accuracy in predicting players´ preferences, and by defining the smallest game session size for which the model can still predict reported emotion with acceptable accuracy. Neuroevolutionary preference learning is used to approximate the function from game content to reported emotional preferences. The experiments are based on a modified version of the classic Super Mario Bros game. We investigate two types of features extracted from game levels; statistical level design parameters and extracted frequent sequences of level elements. Results indicate that decreasing the size of the feature window lowers prediction accuracy, and that the models built on selected features derived from the whole set of extracted features (combining the two types of features) outperforms other models constructed on partial information about game content.
Keywords
computer games; statistical analysis; Super Mario Bros game; emotional preferences; feature analysis; game content quality; game personalization; game players; game session; statistical level design parameters; Accuracy; Adaptation models; Computational modeling; Feature extraction; Games; Predictive models; Topology;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2011 IEEE Conference on
Conference_Location
Seoul
Print_ISBN
978-1-4577-0010-1
Electronic_ISBN
978-1-4577-0009-5
Type
conf
DOI
10.1109/CIG.2011.6031998
Filename
6031998
Link To Document