• DocumentCode
    2716174
  • Title

    Towards automatic personalised content creation for racing games

  • Author

    Togelius, Julian ; De Nardi, Renzo ; Lucas, Simon M.

  • Author_Institution
    Dept. of Comput. Sci., Essex Univ., Colchester
  • fYear
    2007
  • fDate
    1-5 April 2007
  • Firstpage
    252
  • Lastpage
    259
  • Abstract
    Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players´ driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
  • Keywords
    computer games; entertainment; evolutionary computation; automatic personalised content creation; car racing game; entertainment metrics; entertainment value; evolvable track representation; multiobjective evolutionary algorithm; player driving styles; player modelling; racing tracks; Competitive intelligence; Computational intelligence; Computational modeling; Computer science; Evolutionary computation; Humans; Neural networks; Optimal control; Taxonomy; Technological innovation; Car racing; content creation; entertainment metrics; evolution; player modelling;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2007. CIG 2007. IEEE Symposium on
  • Conference_Location
    Honolulu, HI
  • Print_ISBN
    1-4244-0709-5
  • Type

    conf

  • DOI
    10.1109/CIG.2007.368106
  • Filename
    4219051