DocumentCode
1572688
Title
Adaptive game level creation through rank-based interactive evolution
Author
Liapis, Antonios ; Martinez, Hector P. ; Togelius, Julian ; Yannakakis, Georgios N.
Author_Institution
Center for Comput., IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2013
Firstpage
1
Lastpage
8
Abstract
This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of-the-art interactive evolution approaches.
Keywords
computer games; evolutionary computation; interactive systems; learning (artificial intelligence); optimisation; search problems; RIE; adaptive game level creation; artificial agents; evolutionary search; generated content; optimization; preference models; rank-based interactive evolution; ranking-based preference learning; strategy game maps; user preferences; Adaptation models; Computational modeling; Games; Sociology; Standards; Statistics; Tiles;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location
Niagara Falls, ON
ISSN
2325-4270
Print_ISBN
978-1-4673-5308-3
Type
conf
DOI
10.1109/CIG.2013.6633651
Filename
6633651
Link To Document